Topic: Charmed and Harry-Potter online free-form roleplayers
Started by: sirogit
Started on: 4/12/2005
Board: RPG Theory
On 4/12/2005 at 5:00am, sirogit wrote:
Charmed and Harry-Potter online free-form roleplayers
This always stumped me. Why is it when ever I put the words "roleplaying" into a search engine or livejournal, a very large number of the results are about freeform roleplaying for in the settings of Charmed, Harry Potter or strrangely enough, both?
Why are these things so popular and yet, from my point of view, almost completely disconnected from the hobby in general?
Its even weirder because I've known an online-Charmed-roleplayer. He was my roommate. He was definately not at all associated with the hobby. I showed him a copy of Sorcerer and he was like "Whoah, is that like Dungeons and Dragons?" (You know they're not in the hobby when they neither abreiviate nor pronounciate the ampersand), but he called the Charmed thing "Roleplaying".
So, does someone know more about these things? Lineages/successors? Usual demographic?
On 4/12/2005 at 9:40am, Vaxalon wrote:
RE: Charmed and Harry-Potter online free-form roleplayers
I've had a few passing encounters with FFRP. It's almost completely its own animal; very few people who are involved with it, I've found, are at all interested in RPG's. (yeah, yeah, Tony, FFRP *is* an RPG)
I don't know why Charmed and Harry Potter are so popular. Back when I had my experiences with FFRP, neither of them were around, and they tended to be generic fantasy.
On 4/12/2005 at 1:12pm, Valamir wrote:
RE: Charmed and Harry-Potter online free-form roleplayers
There've breen some threads on this in the past...even had a dedicated practitioner pop on and give the inside scoop on a couple of them.
Check out: Intragalactic League of Sims
There were others but that's the only one that seemed to pop up on a search for "Simming" which is what many of these folks refer to their play as.
Forge Reference Links:
Topic 10202
On 4/12/2005 at 2:29pm, Librisia wrote:
RE: Charmed and Harry-Potter online free-form roleplayers
I've found that the folks who do the HP and Charmed stuff are doing FFRP, but they have no clue what tabletop gaming is about.
I started to write an article about this, actually, because I made up a character for a tabletop verison of HP that our group was running, and I wanted an online forum for the character (the tt group petered out).
I could not find anywhere to play, because my character, according to FFRP standards, is a Mary Sue.
Yes, they are their own deal. And what they are really doing is writing interactive fanfic. What I've seen happen with the 2 games I followed, is that the moderators want to do their thing, and they don't pay any attention to anyone who joins that isn't playing a canon caracter. And they heavily discourage non-canon characters.
It seems like very incestuous, cliquey play. I welcome comments/proof to the contrary.
So, if you're interested in what I've written so far, you can go to it at http://www.livejournal.com/users/librisia/2004/10/05/
The bottom entry is the first one, so read that first.
On 4/12/2005 at 2:39pm, sirogit wrote:
RE: Charmed and Harry-Potter online free-form roleplayers
Intereasting.
After perusing a few of these sites, I've notoiced a very strong tendecy - Characters tend to have a very strong sense of very loose and vague definition, sometimes simple idealism or what would appear to be descriptions of the players themselves, mixed with a very definite and concrete list of the character's powers.
So it makes sense to say that Charmed and Harry Potter are particularly popular franchises because the nature of the settings are both A) Very escapist and B) highly supportive of characters that are "You + Powers". Charmed makes sense paticularly because of the "indeterminate genre + Soap Opera." nature of the show, which seems to follow along the general consistency of "Simming" in general.
On 4/12/2005 at 2:49pm, inthisstyle wrote:
RE: Charmed and Harry-Potter online free-form roleplayers
I tried my hand at a few of these back in the 1990s, and then it was all Star Trek games. I think people who play these games are attracted to strong franchises, and most of the players are hardcore fans of the chosen fictional world. There is a lot of reverence for the setting in these games, and anything established by the "official" movie/book/tv show is generally considered off-limits.
On 4/12/2005 at 4:27pm, daMoose_Neo wrote:
RE: Charmed and Harry-Potter online free-form roleplayers
And another I've observed is the use of "Roleplaying" forums to increase traffic to a site. The moderators may be interested or may just throw it up and advertise their "Uber l33t forumz were u ken play as goku n brolly n stuff" (I've personally seen a lot of DragonballZ forums that work as such).
Interestingly enough, Neo (my company) actually produced a Perl script that facilitated an organized, structured play, much like a regular RPG...and no one bit. Folks got tired of working with a regular set of rules & restrictions.
It does indeed appear that what errupts ends up being an interactive fanfic as opposed to "roleplaying" as we consider it, or at least as a Roleplaying "Game".
On 4/12/2005 at 4:28pm, Librisia wrote:
RE: Charmed and Harry-Potter online free-form roleplayers
sirogit wrote:
...the nature of the settings are both A) Very escapist and B) highly supportive of characters that are "You + Powers"...
What's funny is that all of the standards for these communities actively discourage the You+powers as Mary Sueage. Such things are highly frowned upon, despite the fact that, IMO, that's still exactly what's going on.
The one HP game I followed was actually the mods exploring elements of sexuality - they were all slash fictioners as well as playing this game.
And while I would agree that FFRPGs ARE a type of role playing game, I don't think that all FFRPGs are role playing games. If the moderators/gms aren't experienced in table top gaming, then they don't qualify as far as I'm concerned.
On 4/12/2005 at 10:39pm, Danny_K wrote:
RE: Charmed and Harry-Potter online free-form roleplayers
I'm familiar with the term "Mary Sue" from fanfiction, but how is it used in these FFRPG's?
And -- using Harry Potter to explore one's sexuality? That's just a stunningly weird concept to me.
On 4/13/2005 at 8:01am, James Holloway wrote:
RE: Charmed and Harry-Potter online free-form roleplayers
Danny_K wrote:
And -- using Harry Potter to explore one's sexuality? That's just a stunningly weird concept to me.
Yeah, well, welcome to the internet.
The idea of a character being a "Mary Sue" is probably terminologically limited to the fanfiction community, but the idea that the GM operates at character creation to preserve the uniqueness of canon characters or to maintain the balance of the community shows up in other games, particularly in very large ongoing LARPs.
In, let's say, a Werewolf LARP, you are likely to have several dozen players, who make up a "sept" or community. In order for this community to make sense, the GM will often say things in character creation like "you'd like to play an X? Well, we have a lot of X already -- how about a Y? No? A Z?" In some cases, there can only reasonably be one of X, and X has some kind of special game advantage or other cachet. In most cases, X will be played by a close friend of the GM (I kid).
Ostensibly, this is to prevent an unreasonable, disbelief-suspension-breaking player group demography: "what, you mean we'reall the last son of a dead tribe? Well, don't that beat all." In practice, it does send a signal to some players that their characters are subsidiary. I've referred to the typical Werewolf game as "all chiefs and no Indians" elsewhere, or maybe "all rebels and no cause," but people do like to play the chiefs and rebels.
On 4/13/2005 at 2:26pm, Librisia wrote:
RE: Charmed and Harry-Potter online free-form roleplayers
sirogit wrote: After perusing a few of these sites, I've notoiced a very strong tendecy - Characters tend to have a very strong sense of very loose and vague definition, sometimes simple idealism or what would appear to be descriptions of the players themselves, mixed with a very definite and concrete list of the character's powers.
Could you explain that first part again? "A very strong sens of very loose and vague definition" is not clear to me. I just want to be clear, because, with your permission, I'd like to perhaps quote you in the rest of the article (when I get around to writing it).
James, I think you're right. Unfortunately, as you saw in my essay, the clues that the mods use aren't useful when dealing with characters who were created referencing tabletop games. So, I think a lot of tt players get the shaft, because the frames of reference for character creation are completely different.
On 4/13/2005 at 11:56pm, Danny_K wrote:
RE: Charmed and Harry-Potter online free-form roleplayers
James Holloway wrote:
Ostensibly, this is to prevent an unreasonable, disbelief-suspension-breaking player group demography: "what, you mean we'reall the last son of a dead tribe? Well, don't that beat all." In practice, it does send a signal to some players that their characters are subsidiary. I've referred to the typical Werewolf game as "all chiefs and no Indians" elsewhere, or maybe "all rebels and no cause," but people do like to play the chiefs and rebels.
Another way to look at this is that it's a consequence of freeform RP'ing. If it's important to everone in the game that the game have a certain Sim feeling to it, and there's no practical way to control player's action once in the game (i.e. no system), then an easy and practical way to handle it is to disempower the players.
In other words, you can play in a Harry Potter game, but you're only allowed to play Unnamed Griffyndor Student #23. Or you can play a Star Wars game, but only as a mook Rebel squaddie or Stormtrooper, not as one of the glamorous guys who kicks ass and takes names.
(An aside: my Werewolf PC's got beat down pretty regularly, but I think my play experience is different than most people's).
On 4/14/2005 at 12:39am, b_bankhead wrote:
Unknown worlds of roleplaying
I've been marveling at this form of online rp for years, ever since I began searching roleplaying in the yahoo groups section a few years agao. There were an enormous number of Buffy tVS ones a while back, I suppose the fashion has moved on.
It just goes to show how insular the world of tabletop rpg really is, that this whole alternate form could exist largely unknown to us, like the aztec empire to europe before Columbus.
On the Yahoo online chats, I find plenty of younger players who literally are at a loss when I try to describe a tabletop rpg to them. I think a real online outreach to that crowd could be possible, but it would take a willingness to do completely different things with rpgs , things I think the normal rpg crowd would find anathema, but the Indie rpg world might profitably investigate.
On 4/14/2005 at 1:23am, Andrew Morris wrote:
Re: Unknown worlds of roleplaying
b_bankhead wrote: I think a real online outreach to that crowd could be possible, but it would take a willingness to do completely different things with rpgs , things I think the normal rpg crowd would find anathema, but the Indie rpg world might profitably investigate.
Like what? Can you give some examples?
On 4/14/2005 at 3:24am, Brendan wrote:
RE: Charmed and Harry-Potter online free-form roleplayers
sirogit, Ralph, Librisia: You guys are aware of communities like Must Be Pop, right? In a way, they are to the HP / Charmed FFRPs what the HP / Charmed FFRPs are to tabletops.
On 4/14/2005 at 7:07am, John Kim wrote:
RE: Charmed and Harry-Potter online free-form roleplayers
Librisia wrote: Yes, they are their own deal. And what they are really doing is writing interactive fanfic. What I've seen happen with the 2 games I followed, is that the moderators want to do their thing, and they don't pay any attention to anyone who joins that isn't playing a canon caracter. And they heavily discourage non-canon characters.
It seems like very incestuous, cliquey play. I welcome comments/proof to the contrary.
So, if you're interested in what I've written so far, you can go to it at http://www.livejournal.com/users/librisia/2004/10/05/
Well, these seem like very real tendencies which are common in an open, anyone-can-join role-playing event. I saw some of the same cliquishness in large Vampire LARPs, for example. People are wary of new people butting in, perhaps because they have had problems either from style clashes or genuine jerkiness. So those who want a little more of a "closed" event form their own clique.
Really, it's an extremely tricky challenge to smoothly integrate the random people who may sign up for an online game (or show up to an open participation event). I haven't seen it handled well -- but then, remember to compare these to an average tabletop game (i.e. D&D game) that you might stumble on.
On 4/14/2005 at 8:04am, James Holloway wrote:
RE: Charmed and Harry-Potter online free-form roleplayers
Danny_K wrote:
Another way to look at this is that it's a consequence of freeform RP'ing. If it's important to everone in the game that the game have a certain Sim feeling to it, and there's no practical way to control player's action once in the game (i.e. no system), then an easy and practical way to handle it is to disempower the players.
In other words, you can play in a Harry Potter game, but you're only allowed to play Unnamed Griffyndor Student #23.
Well, the consequence is clearly this, but I don't think it's necessarily to limit the actions of the PCs -- after all, presumably even Unnamed Griffyndor Student #23's days are filled with wonder and whimsy, and even Johnny No-Name Werewolf leads a life of danger and excitement*
To me, at least, it's designed to make sure that concepts are in line with canon, because "appreciation of the material" is a big motivator. That's obviously more true of Harry Potter than of WtA. One of the core tenets of Harry Potter is that Harry Potter is specially, uniquely cool. But still in Werewolf you've got lots of things that are very rare or unique but that everyone still wants to play -- a white Wendigo, the last of the Croatan, a male Black Fury, a homid Red Talon -- and if you had all of these in your game, it would be really strange. All exceptions and no rule.
*Whether this is true in practice or not is one of those things -- probably not for the most part in my experience, but I admit my experience may not be representative.
On 4/14/2005 at 10:12am, Alephnul wrote:
RE: Charmed and Harry-Potter online free-form roleplayers
I had very similar experiences with MUSHs in the early Nineties. Sign up on a big WoD mush where no one knows who you are, get restricted to playing a non-super, wander around in a world where all of the Super plot lines are invisible, and the only other non-supers are all newbies, and no one is setting up non-super plot lines, get bored and frustrated and quit. However, two of my housemates who were serious Mushers explain that if I'd stayed in longer and shown myself to be a decent player, then either my character would have gotten pulled into the cool stuff, or I would have been approached about taking a super character and brought into the actual plots.
I think the LJ style online RPs work similarly. You may start off as third Auror from the left, but if you can do interesting things with your character, then either you will become more important, or you will be offered one of the major roles if they open up.
One big advantage of the LJ style RPs is that you can at least read all of the plotlines, so you aren't left completely ignorant of where the interest lies. Also, since they are done in fic format, it is possible to do interesting stuff with your character even if no one else is paying much attention to you.
Smaller, less popular ones (such as Civilitas, a very good but fairly obscure HP game) may have more openings for central characters, although they will use other methods to make sure that you will be good at it, since they aren't able to survive badly played main characters anymore than the popular ones are.
My gaming group has actually been contemplating starting up an online LJ style game based around our game world, as there are things that seem like they could be done better in the online fic format than in face to face play (plus it would be a way to include some players who are separated from us by a continent and a player who has become disaffected towards face to face play). There are definitely some interesting things that the LJ game format has to offer (besides other players who are interested in playing in the HP universe).
Charles
On 4/14/2005 at 12:02pm, Librisia wrote:
RE: Charmed and Harry-Potter online free-form roleplayers
Alephnul wrote: However, two of my housemates who were serious Mushers explain that if I'd stayed in longer and shown myself to be a decent player, then either my character would have gotten pulled into the cool stuff, or I would have been approached about taking a super character and brought into the actual plots.
Yes, I'm sure this is the case. However, in a tt rpg, you don't have to go through a period of initiation. If you show up, people try to figure out how to include your character in the action right away. I think it's a matter of perspective on what the community is for/how it's supposed to work.
Frankly, I'm too old and don't have the time to hang around and wait for the other kids to decide I'm cool enough to be allowed to play. I think online games should stop having open enrollment calls if they don't want to include new people in the action right away.
I know that's unrealistic, and it won't happen. That's just my opinion.
On 4/14/2005 at 12:03pm, Librisia wrote:
RE: Charmed and Harry-Potter online free-form roleplayers
Brendan wrote: sirogit, Ralph, Librisia: You guys are aware of communities like Must Be Pop, right? In a way, they are to the HP / Charmed FFRPs what the HP / Charmed FFRPs are to tabletops.
I'll have to check that out. Thanks, Brendan.
On 4/14/2005 at 12:31pm, sirogit wrote:
RE: Charmed and Harry-Potter online free-form roleplayers
Librisia wrote:
Could you explain that first part again? "A very strong sens of very loose and vague definition" is not clear to me. I just want to be clear, because, with your permission, I'd like to perhaps quote you in the rest of the article (when I get
I'm pretty emabrressed I screwed up that sentence so badly.
What I meant was, "The character's descriptions, excluding magic power stuff, is remarkably vague and imprecise. "A mysterious, handsome male." "a shy but sometimes outgoing female." Made very odd when it's paired up with the magical power definitions, as the result reads as "a mysterious, handsome male with the ability to create and manipulatie Ice, Water and Wind, and to teleport up to 20 feet."
On 4/14/2005 at 6:31pm, Alephnul wrote:
RE: Charmed and Harry-Potter online free-form roleplayers
Sirogit:
Which sites are you looking at?
Compare those to the character descriptions at Civilitas:
(e.g. Fluer Delacour's Dad)
Or at the completed Nocturne Alley(e.g. Draco Malfoy)
Of course, both of those are closed games (although I'm pretty sure Civilitas takes applications, since it does list the currently open character slots), so they don't have the cattle call issues that Librisia is objecting to.
Librisia,
I totally understand your position (I quit doing MUSHs after a month or two for pretty much the same reasons, and I was still pretty young then), but it seems to me that the cattle call games at least offer a place for players to prove themselves. If all of the games were closed membership, then there would be absolutely no way for someone who wasn't already sufficiently involved in the fandom to be friends with a mod to get involved in a game.
On 4/15/2005 at 11:53pm, Librisia wrote:
RE: Charmed and Harry-Potter online free-form roleplayers
Alephnul wrote: If all of the games were closed membership, then there would be absolutely no way for someone who wasn't already sufficiently involved in the fandom to be friends with a mod to get involved in a game.
True dat.
On 4/18/2005 at 12:29am, SK wrote:
Fandom and Tabletop Gamers
::delurks shyly::
I've travelled in both fandom and gaming circles. Both subcultures tend to be quite insular, and -- as has been mentioned -- both subcultures remain largely unaware of the others' existence. To most people who came to gaming through fandom (whether the games they play now are based in canon worlds or in completely original ones), the term "RPG" refers to a written RPG, usually played on livejournal, but sometimes also through e-mail or forum software. Most of them have never heard the term "table-top," and they won't know what you're talking about if you use that term to try to distinguish your preferred form of gaming from their own. (Most of them don't know the term "PBEM," either, even though many of them avidly engage in it.)
As to the relative quality, whatever...my experience with both forms of gaming has been that both of them, like just about everything else in the world, follow Sturgeon's Law. To generalize about fandom RPG based on some random crap livejournal game makes about as much sense as to generalize about table-top RPG on the basis of some adolescent boy's "My Very First D&D Dungeon Crawl" game.
One of the main differences between the two subcultures, of course, is demographic. Fandom is overwhelmingly female. Gaming, while it is not quite so extreme now as it was back in the pre-WW days, is still a primarily male hobby.
Personally, I don't see very much difference between playing a game set in the world of JK Rowling and playing an Ars Magica game, or a game set in the world of Greyhawk or Harn (or, for that matter, the world of Dragonlance, which straddles the border between "fanfic world" and "gaming world.") In all such cases, there is a "canon" and a corresponding orthodoxy, which each individual gaming group can choose either to adhere to or to ignore (or to modify, but only in specific permitted ways. Or to...well! You get the idea.)
There are some big differences, I think, which arise out of the differences in medium: written vs. oral. On a very basic and grossly over-simplified level, one might say that online RPG is to fiction writing as table-top RPG is to acting. Rather than acting stuff out, you're writing stuff out. I believe that many of the aesthetic differences between these two forms arise out of this basic fact: online RPG tends to deal more heavily with the characters' internal states than face-to-face gaming does (just as novels tend to deal far more heavily with internal states than movies do), and authority over the characters is more "shared" -- ie, there is far less interest in preserving a pretense of absolute player authority over his character, partly I think because there is a great deal more player authority over those parts of the game which are allocated to the "GM" in traditionalist table-top gaming.
(Many fandom gamers have never heard the term "GM" either, by the way.)
On 4/18/2005 at 1:01am, Vaxalon wrote:
RE: Charmed and Harry-Potter online free-form roleplayers
Something tells me that if we can ever get the twain to meet, something wonderful will happen.
On 4/18/2005 at 1:28am, SK wrote:
RE: Charmed and Harry-Potter online free-form roleplayers
I'd love to see that happen. As I hope was obvious, I've a great fondness for both groups, and I think there's a lot they could potentially be learning from each other. Table-top gaming has been around longer, and it's already developed strategies to deal with a lot of the pitfalls that some fandom RPGers of my acquaintance have only now started encountering for the first time. And I think that table-top gamers, for their part, could probably derive much of value from fandom RPG's different approaches to player authority and to the internal/external divide.
The "subculture" aspect is a difficulty, though. Both groups have so much of their own slang and special terminology and, well, and cultural identity built up that I think that there's some degree of mutual incomprehension that tends to get in the way when you try to reconcile the groups.
Not to mention, of course, the disdain factor.
(To people not immersed in fandom, the idea that anyone might find the slightest bit of value in a game about Harry Potter characters having gay relationships at Hogwart's, to take a commonly cited example, does tend to produce an immediate "Ew, how embarrassing and childish!" reaction, even from people who themselves enjoy games about Four-Color Superheroes Dressed In Tights Fighting Master Criminals. There are gender issues that come into play here, to be sure!)
But Librisia's anecdote really did make me wince when I read it, because while I'm pretty sure that what really happened there was just that the moderators of that particular game were a bunch of jerks, it's also possible that there was some culture clash over what sort of characters (or even what sort of character write-ups) were expected from potential players. I really liked James Holloway's explanation above of what the relevance of the term "Mary Sue" might be to an RPG, why such characters could be perceived as problematic, and so forth. Sadly, it's not a way of explaining things that I suspect you'd get from many fandom RPGers -- for the simple reason that they're accustomed to dealing with people who are already immersed in the culture, know the terminology, and so forth.
(Please note that I'm not actually trying to say here that there was anything problematic about Librisia's character idea at all. Far to the contrary, I think it pretty clear that the mods were being jerks -- "That's a Mary Sue!" is a downright rude way to express an objection to someone's character concept, no matter what the context. But even if there had been a legitimate problem, it seems to me that a similar situation might still have arisen, simply out of a lack of shared vocabulary and terminology and cultural construction of gaming concepts.)
On 4/18/2005 at 12:50pm, Librisia wrote:
Re: Fandom and Tabletop Gamers
SK wrote: ::delurks shyly::
I've travelled in both fandom and gaming circles. Both subcultures tend to be quite insular, and -- as has been mentioned -- both subcultures remain largely unaware of the others' existence.... One of the main differences between the two subcultures, of course, is demographic. Fandom is overwhelmingly female. Gaming, while it is not quite so extreme now as it was back in the pre-WW days, is still a primarily male hobby.
I think it's a misnomer to say that gaming and fandom are separate. Gaming is a subculture of fandom in general. I disagree that fandom is overwhelmingly female. Fandom is overwhelmingly male and sexist (a thread for another day), in my experience. HP and Charmed fandom may be overwhelmingly female and I would not disagree with that.
Maybe you're defining fandom differently than I am. I think of fandom as a HUGE category that includes all popular genres like Star Trek, Star Wars, Harry Potter, LotR (which has had a huge resurgence since PJ's movies), Pern, whatever you can think of. Most people probably belong to more than one fandom.
SK wrote: As to the relative quality, whatever...my experience with both forms of gaming has been that both of them, like just about everything else in the world, follow Sturgeon's Law. To generalize about fandom RPG based on some random crap livejournal game makes about as much sense as to generalize about table-top RPG on the basis of some adolescent boy's "My Very First D&D Dungeon Crawl" game.
These are not just my experiences with those two HP games, but also the experiences of some friends of mine in other types of online games (X-Men and Star Trek are examples). I actually played in a few pbems years ago that I enjoyed immensely.
I think I should probably clarify that the definition of SIM and RPG has changed over the last 10 years, because people who don't know anything about tabletop games are doing these things and calling them roleplaying.
I'm willing to wager that most people playing successful, enjoyable online rpgs - whether they be SIMs or PBEMS - are having the enjoyable success because someone involved in the creation of the game has experience with tabletop games.
I am, of course, willing to be proven wrong.
SK wrote: Personally, I don't see very much difference between playing a game set in the world of JK Rowling and playing an Ars Magica game, or a game set in the world of Greyhawk or Harn ...
I don't either, which is why I was so shocked and dismayed by my experience.
SK wrote: Rather than acting stuff out, you're writing stuff out. I believe that many of the aesthetic differences between these two forms arise out of this basic fact: online RPG tends to deal more heavily with the characters' internal states than face-to-face gaming does (just as novels tend to deal far more heavily with internal states than movies do), and authority over the characters is more "shared" -- ie, there is far less interest in preserving a pretense of absolute player authority over his character, partly I think because there is a great deal more player authority over those parts of the game which are allocated to the "GM" in traditionalist table-top gaming.
I think this is a really brilliant observation. Would you be willing to elaborate more of the idea? For instance, what parts of GM authority are given over to the player in online sims?
On 4/18/2005 at 1:22pm, Librisia wrote:
RE: Charmed and Harry-Potter online free-form roleplayers
SK wrote: "That's a Mary Sue!" is a downright rude way to express an objection to someone's character concept, no matter what the context.
No one was actually that rude. I was the one who brought the Mary Sue concept up to the mods in the first instance. I the second instance, I simply never heard back from the mods. I assume my character idea had been rejected.
SK wrote: But even if there had been a legitimate problem, it seems to me that a similar situation might still have arisen, simply out of a lack of shared vocabulary and terminology and cultural construction of gaming concepts).
That exactly my point in the article. There are differing expectations in each group. I don't know that the two are compatible, because people don't tend to even think about their assumptions when encountering a different culture, much less about trying to suspend those assumptions.
I think the other problem regarding getting the two sets of players together is the fact that RPG means something vastly different to each set (as I intend to explain in the rest of the article). For tt gamers, RPG, especially if it is accompanied by an open call for applications, means, "everyone's invited unless they give us something that obviously isn't going to work!" That also means that you are going to get some play time right away. The analogy I'm making in the rest of the article is this:
Imagine you invite some of your friends over for a game of Monopoloy (or any other board game you care to think of), and one of your friends says, "hey, can I bring someone with me?" The group agrees. Then, this unknown person, upon arrival, is not given a place at the game table to play, but has to watch everyone else play the game until he or she proves, after many such sessions, that they are the kind of person that others want to play monopoly with. Also that they play monopoly by the same house rules that the core group plays by. Lame. The first time, I bet, would be the last time. Because for tabletop RPers, the concept is the same. An RPG is a game, and you don't deny people game time just because they haven't been part of the group for a while.
For the literary RPG groups (the ones you're describing as fandom), I think that the narrow definition of what "works" and is acceptable seems antisocial and antithetical to the social spirit of gaming that table top players normally assume. And because there are no objective sets of rules that everyone has agreed on in literary gaming, each lit. game has its own set of rules, totally unstated, that are unlearnable unless you're willing to hang out for a very long time to learn.
Understandably, some of the high entrance requirements of literary online games have been created because the dysfunctional factor of people on the internet is SO high. You want to try to weed out potential wackos BEFORE they get a foothold in your game.
I think the literary rpgs are also more interested in writing interactive fiction than they are in the experience being a game, per se. I see over and over again, in game descriptions, in descriptions about "Mary Sues" and in the list I belong to on yahoogroups called FreeForm GMs, that people have this horrible aversion to ANGST. Of course, I'm sure this gets boring to read over and over again. I'm also sure that this was also a large factor in the rejection of the character I created. And that has everything to do with your idea of literary rpgs being about internal states and tabletop rpgs being about external states. But because the requirements for membership are so individualized to each group, there is no way to know how to write up a character proposal to get across the fact that I'm NOT going solely write angsty revenge scenarios plagiarized from "Taxi Driver." And the fact that I reserve the right to write angsty posts seems to be taboo everywhere. So, where's the fun, d00D?
On 4/18/2005 at 5:33pm, Brendan wrote:
RE: Charmed and Harry-Potter online free-form roleplayers
Librisia and SK, you might be interested in a paper I skimmed recently (found via Matt Webb's Interconnected): "The Social Cost of Cheap Pseudonyms." It's as long and heavy as you'd expect from a paper on game theory, but it seems to describe exactly the "watching Monopoly" phenomenon and offer an explanation for it. From the abstract:
"A large degree of cooperation can still emerge, through a convention in which newcomers 'pay their dues' by accepting poor treatment from players who have established positive reputations."
On 4/18/2005 at 5:58pm, Andrew Morris wrote:
RE: Charmed and Harry-Potter online free-form roleplayers
"A large degree of cooperation can still emerge, through a convention in which newcomers 'pay their dues' by accepting poor treatment from players who have established positive reputations."
Brendan, are you suggesting this is a good thing, or just a noted convention?
On 4/18/2005 at 8:28pm, inthisstyle wrote:
RE: Charmed and Harry-Potter online free-form roleplayers
Andrew Morris wrote:"A large degree of cooperation can still emerge, through a convention in which newcomers 'pay their dues' by accepting poor treatment from players who have established positive reputations."
Brendan, are you suggesting this is a good thing, or just a noted convention?
I read the beginning of the paper cited above, and what these theorists are describing is actual tests of behavior using anonymity in a game theory experiment. The strategy above is one that consistently worked when building trust in a community where players were anonymous and able to change identity at will. Not that this strikes me as a particularly efficient or necessarily beneficial model for online roleplaying games, but it is obviously one that has been adopted organically.
I played these online games for a while, and I eventually lost interest because I was not willing to go through the hazing period. They seemed like a waste of time to me, and I had other creative outlets (tabletop gaming) that allowed me to perform a similar activity without the pain.
On 4/18/2005 at 9:42pm, Brendan wrote:
RE: Charmed and Harry-Potter online free-form roleplayers
Andrew Morris wrote:"A large degree of cooperation can still emerge, through a convention in which newcomers 'pay their dues' by accepting poor treatment from players who have established positive reputations."
Brendan, are you suggesting this is a good thing, or just a noted convention?
Heh. Definitely the latter--an almost universal convention in free games, in my experience. (Pay MMORPGs also involve hazing, but usually less of it, since their cost is already at a level above zero.)
On 4/25/2005 at 7:54pm, Danny_K wrote:
RE: Charmed and Harry-Potter online free-form roleplayers
RPG.Net is an interesting example of this gaming-theory principle, too, although it works a bit more like eBay -- anybody can create a new handle for themselves at any time, but it's a long-lived RPG community and there are many members who've already established a minimum level of credibility by posting intelligently and politely in the discussion forums or by playing in other online games.
On 4/27/2005 at 1:48pm, Librisia wrote:
RE: Charmed and Harry-Potter online free-form roleplayers
Danny_K wrote: RPG.Net is an interesting example of this gaming-theory principle, too ...
Also just like the Forge. It seems to be a characteristic of most of the online communities I've encountered that take themselves seriously.
And taking yourself seriously isn't always a good thing. :-)
On 4/27/2005 at 6:33pm, David Bapst wrote:
RE: Charmed and Harry-Potter online free-form roleplayers
My first and only RPG experiences for four years were FRPGs, until I came to college.
I would note that not all FFRPGs are based on some canon-settings. Prodigy (http://prodigy.mysteryandmagic.com/entrance.htm) and several other M&M games when I frequented them three or so years ago were generic genre settings, relatively free of particularly powerful characters... Prodigy regularly had events created just by a bunch of villain PCs meeting up, and PC heroes deciding to show up (all PCs, all not particularly more powerful than the others). These combats never went really well for good guys... unless a bad guy's player was leaving, there was little chance of these conflicts ever successfully coming to a conclusion that didn't involve "run away! run away!" for one side. There were also social-esque events, where non-masked characters would meet up and have fun (normally ending in a fight). Other events were the sort of cooperative fanfic described previously in this thread... a few players would talk outside of game, and then play out some event they had already half-planned out, like a skit almost.
There were (and probably still are) problems involved, but there was no waiting period to get started: however, you had to submit a bio to get the character accepted (which created incredible problems I don't even want to go into), and then new players could play... although they were generally timid and not really knowing what to do (they tended to show up in places where people already were and just sort of join the "social" event.
There is a reason why character emotions tend to become important: it's the only thing a player has any real control over, unless they're a veteran (ie accepted player) or a mod, in which case they are assumed to have some authority of the actual setting. If I shoot at a villain, the villain will dodge, somehow. If I try to rob a bank, the heroes will show up and I will run away. If a mod describes me getting killed, I have little to argue about. Playing in an unused part of the forum gives the player more control (I've seen players go months without posting an interaction with another player, just leaving posts in various locations that haven't been visited in months, as their character "lives their life.").
Also, there is some disagreement over what the game is supposed to be about, with a general feeling that "numbers and stats" are wrong and should not exist. DnD and it's ilk are no more than brainless nonsense, like playing Diablo (to paraphrase myself, five years ago).
When I came to college, I found tabletop RPGs more stable and more enjoyable because of the face-to-face interaction. Online RPGs are prone to sudden social dysfunctions (one game I was in got shut down cause the server owner broke up with his girlfriend, another game almost got wripped to shreds when we all decided we disliked one assistant mod's "heavy handed practises" (he wouldn't accept our friend's character bio) and decided to ask the head mod to kick him off the site). Also, they lack the roundtable jokes that help make tabletop really enjoyable.
On 4/27/2005 at 7:48pm, Mike Holmes wrote:
RE: Charmed and Harry-Potter online free-form roleplayers
Fascinating stuff, people.
First, could I get a couple of definitions. We've skirted close to one for Mary Sue, but I still don't know what it means. Second somebody mentioned "slash fiction?"
Anyhow,
An RPG is a game, and you don't deny people game time just because they haven't been part of the group for a while.No, but how often do you sit down with strangers to play a TT RPG? At the very least, usually the new player knows somebody and is "vouched" for by the player bringing them. Essentially.
Basically in TTRPGs we've done the social selection process already. In the Big Model, at the top is the Social Contract level over all. In a FFRPG that allows anyone to join, basically this level is created, if at all, during play. With the players not even present with each other, and possibly not even communicating much out of play. So it's no surprise to me that there is a period in some games where the person is evaluated. In TT we simply do this before play begins.
Note that one example of TT where you do play with total strangers is the convention game. What's different, is that it's hard to be antisocial with somebody's mug in your face. Oh, that doesn't mean that you'll get along with every player in a convention game, far from it. But it does mean that there's the same onus to allow everyone instant and full participation as though they'd met to play a chess match.
In any case, the additional structures of most TTRPGs mean that this is easier to accomplish, because you can rely on the lingua franca of the system in question laying to rest any disputes on how to create the action in the game. In FFRPGs, even the best ones that I've seen, there are often little disputes about where the lines lay as to what you are allowed to do and what not. These are often established arbitrarily when they occur by people with authority. Instead of having he neutral athority of, say, a text.
This is, of course, the usual trade-off cited, however. TTRPGs have more structure to rely on, and with which to create off of, but have those rules as overhead to play - you have to learn them, employ them, and abide by their results even when they're not optimal (or risk dysfunction as you cast them aside). Indeed, the FFRPGers have a point when a TTer says, "Well, you can always ingnore the rules when they're inconvenient." The response is, "Well, then why use these rules at all?"
Anyhow, as to "merging" the forms, well, I think that they each exist for a reason. That is, lots of FFRPGers are TTers who went that way becuase they never found a ruleset that didn't seem to just be in the way. Some FFRPGers come to TT because they find the lack of systemic support to be a problem.
If there is an advantage to getting both sides together, it's so that each can sort themselves out. That is, if there are frustrated players on each side of the fence who don't know about the other side, then perhaps they could have their gaming improved by being exposed to good versions of the other style.
Mike
On 4/27/2005 at 7:51pm, Danny_K wrote:
RE: Charmed and Harry-Potter online free-form roleplayers
From my good buddy Wikipedia:
http://en.wikipedia.org/wiki/Slash_fiction
Slash fiction is fan fiction, describing gay pairings between media characters, often in explicit detail, and very frequently outside the canon of the source. The name arises from the use of the slash character in phrases such as 'Kirk/Spock' to describe the stories. ('Kirk/Spock' is widely thought to be the first type of slash fiction, first appearing in the 1970s in Star Trek fanzines.)
And http://en.wikipedia.org/wiki/Mary_Sue
Mary Sue (or simply Sue) is a usually derogatory expression for a fictional character who is an idealized stand-in for the author, or for a story with such a character. A Mary Sue therefore goes beyond a conventional author surrogate character. The term originates in fan fiction but is spreading into general use.
On 4/27/2005 at 8:27pm, Mike Holmes wrote:
RE: Charmed and Harry-Potter online free-form roleplayers
Thanks. Now why is a Mary Sue a bad thing?
Mike
On 4/27/2005 at 9:14pm, Brendan wrote:
RE: Charmed and Harry-Potter online free-form roleplayers
Given the canon setting of the Enterprise, an Ensign Mary Sue might solve a crisis in Engineering, be the only one who can translate the writings of Ancient Alien Race X, seduce Riker and beat the Romulans in a climactic final battle; this entire story would be replete with the crew commenting about how awesome this new Ensign is, and how she's really become a part of the Enterprise family.
Mary Sue fiction is an exercise in self-validation by manipulation of characters the author admires into a positive relationship with his or her idealized self. This rarely makes for interesting reading. (It also occurs in many other forms than fanfic; fanfic was just the first to recognize the symptoms and make a diagnosis.)
Because players of fandom RPGs want their work to be interesting, and because they are familiar with the fact that Mary Sues make for boring fiction, they reject what they identify as Mary Sues out of hand. There are a number of conceptual mismatches in this situation, though.
First, Mary Sues are an outgrowth of the worst parts of single-author fiction. But gaming is not single-author fiction--in fact, even freeform roleplaying is not multiauthor fiction. It just isn't. It's a medium in itself, because it's generated in a different way.
Second, when you don't know the player, any character can be identified as a Mary Sue. Any positive aspects of the character ("I'm a good shot," "Karen knows lots of hexes") can be seized as self-aggrandization; self-aggrandization is a telltale symptom of a Mary Sue. This makes "That's a Mary Sue" the unblockable accusation.
As we've accepted, I think, established players who have endured the initial hazing carry a great deal more weight than any given nonestablished player. This means that any established player can reject any new player with impunity.
On 4/27/2005 at 9:16pm, Andrew Norris wrote:
RE: Charmed and Harry-Potter online free-form roleplayers
Mike Holmes wrote: Thanks. Now why is a Mary Sue a bad thing?
Wow, where to start. Loosely speaking, Mary Sue is fanfiction as to "munchkin" is to D&D. This means that it's both a real issue and a bogeyman invoked to mean "someone who plays in a way I dislike".
I had a friend who, back in junior high, dated her DM. Her character was a half-demon seductress with a flaming whip and a cart full of magic items. Now take that character and put her into D&D fanfiction, and have her run roughshod over all the established characters, showing she's head and shoulders better than all of them. That's pretty much what a Mary Sue is.
Brendon hit the point that I really wanted to emphasize, though, which is that these kinds of environments are often paranoid about the issue, to the extent of turning away reasonable content. I'd compare it to someone who tried to use Director Stance at a D&D game and was shouted down as a "munchkin".
On 4/27/2005 at 9:26pm, Mike Holmes wrote:
RE: Charmed and Harry-Potter online free-form roleplayers
So, would it be true to say that the phenomenon is really more about the player in question not respecting the value of the overall narrative as a joint venture, and sacrificing it for their own personal use?
Yes, this is just an abusive player, and, as always, it's a result of a lack of social contract. Seems pretty straightforward.
The wikipedia doesn't make this clear at all, BTW. It makes it sound like any time the character has any trait that's reminiscent of the player that the phenomenon is occuring. Or is it that the original term was broad, but has come to mean only the abusive player?
Mike
On 4/27/2005 at 10:15pm, James Holloway wrote:
RE: Charmed and Harry-Potter online free-form roleplayers
Mike Holmes wrote:
The wikipedia doesn't make this clear at all, BTW. It makes it sound like any time the character has any trait that's reminiscent of the player that the phenomenon is occuring. Or is it that the original term was broad, but has come to mean only the abusive player?
Mike
The term didn't initially refer to players at all -- it was used to identify characters in fan fiction rather than in games. So if I wrote a piece of fiction set in the Harry Potter universe about this student called, I dunno, Bames Bolloway, and all the stories were about how great Bames Bolloway was and how much Harry Potter liked him and wanted to be his friend, it would be identified as Mary Sue, seen as contravening unwritten(?) principles of fan fiction. Or something.
The term in games appears to apply to:
a) any character who is sufficiently powerful or cool that they disrupt the canon, as well as
b) any character who is clearly an idealized representation of the player, particularly an un-self-reflectively glowing portrait of that person or obvious power fantasy.
The list of traits given to Librisia, linked above, includes both these things to varying degrees, as well as examples of pet characters from other media forced into an inappropriate setting. At this point, it has become a catch-all term for "any character concept I dislike," much, as Andrew pointed out, like "munchking."
In this case, the GMs appear to be trying to transform a particular set of aesthetic preferences (which I share in many ways, actually) into the One True Way, which is approximately the million billionth time this behavior has taken place in an RPG context.
On 4/27/2005 at 11:07pm, John Burdick wrote:
RE: Charmed and Harry-Potter online free-form roleplayers
Mike,
My understanding of Mary Sue was that the story lacks conflict because the point is to daydream rather than make a strong story.
John
On 4/27/2005 at 11:56pm, Librisia wrote:
RE: Charmed and Harry-Potter online free-form roleplayers
Mike and David, you've pretty much summed up what I said in my essay.
I don't disagree with the inherent problems, but I think that the two types of RPing - at least in the HP and Charmed universes - are never going to come together.
The FFRPGers call their games RPGs, but they are really interactive fiction communities. They have their idiosyncracies for reasons, but they happen to grate on the social contract that a lot of tt gamers are used to. Me in particular.
Some people are willing to go through the initiatory process to "prove" that they aren't Mary Sues. I'm not willing to do that (see my "Monopoly" scenario above), because for me, an RPG is a GAME, and I don't feel that I should have to go to great lengths to prove that I can play a game. I'm a grownup, and I don't want to spend my time reading along for months and not get play time.
Mike, I agree that much of the screening process is done beforehand in TTRPGs. But only most of it. Ron's whole GNS conflict paradigm occurs quite often when someone invites a gaming friend who is primarily gamist into a group where the focus of the games is simulationist (or any combination thereof). People feel like they can't ask the new friend to leave because he's a friend of a player they don't want to piss off ... we all know the story.
Unfortunately, the immediacy of ttrpgs leaves some people (like myself) unwilling to go through the lengthy process of the ffrpg proving ground.
As Andrew and Brendan point out, the online ffrpg communities unfamiliar with tabletop games are paranoid about characteristics they think are "Mary Sue" characteristics. What I created was a good character for a tabletop game that uses canon characters as NPCs. What ffrpg players see is someone who is self-aggrandizing and not able to play well with others.
Also, a point I have yet to discuss is that in the ffrpgs that base themselves in a fandom, what happens is that the mods and their friends all play the canon characters. I hate to break it to them, but canon characters ARE MARY SUES. Which is a blind spot that most people who play ffrpgs in a fandom setting seem to have. The people running the game get to play all the interesting characters who get all the play time and plot attention, while folks who haven't proven themselves get to sit around and watch them play.
On 4/28/2005 at 12:02am, komradebob wrote:
RE: Charmed and Harry-Potter online free-form roleplayers
The people running the game get to play all the interesting characters who get all the play time and plot attention, while folks who haven't proven themselves get to sit around and watch them play.
You've just described everything I hated about the Vampire LARPs I tried.
On 4/28/2005 at 12:14am, Librisia wrote:
RE: Charmed and Harry-Potter online free-form roleplayers
komradebob wrote:The people running the game get to play all the interesting characters who get all the play time and plot attention, while folks who haven't proven themselves get to sit around and watch them play.
You've just described everything I hated about the Vampire LARPs I tried.
*LOL*
On 4/28/2005 at 12:31am, Vaxalon wrote:
RE: Charmed and Harry-Potter online free-form roleplayers
Is TTRPG unique, in that a rank beginner can jump in and expect to attract as much "screen time" as someone who has been doing it for years?
Are there any other hobbies ANYWHERE that have that characteristic?
On 4/28/2005 at 6:04am, Selene Tan wrote:
RE: Charmed and Harry-Potter online free-form roleplayers
Most board games, and especially party games, fit that category. Most party games are designed to have lots of wild swings as to who's in the lead so that everybody gets some "spotlight time", although the most skilled person/team will win in the end. Spotlight time is desirable because it helps foster the social interaction.
On 4/28/2005 at 7:23am, James Holloway wrote:
RE: Charmed and Harry-Potter online free-form roleplayers
Vaxalon wrote: Is TTRPG unique, in that a rank beginner can jump in and expect to attract as much "screen time" as someone who has been doing it for years?
Miniatures wargaming, or any kind of wargaming, really. There the build-up is before play, in amassing an army. But I played actively in the Durham Wargames Group for a while without an army to my name, because experienced historical gamers tend to own their armies in matched pairs. But the game is usually structured in such a way that it's not really possible to reduce the amount of attention one player gets.
Equally, many TTRPG (how I hate that term) groups do put new members through a certain amount of iniatory pummelling.
On 4/28/2005 at 7:50am, contracycle wrote:
RE: Charmed and Harry-Potter online free-form roleplayers
I'm not sure it is the game, so much as the social context, that drives this phenomenon. The new kids getr hazed in a lot of contexts in which membership and the identification of membership is important to the group. This can apply to table-top RPG if the group has that sort of mindset, especially where they have been bonded in the fires of adversity, as it were.
But the parlour games that give everyone spotlight time straight away without any dues-paying are dealing with a social context which is entirely ad hoc, and composed of people for whom the game-activity is essentially trivial, rather than anything seriously purposeful. Its just a bit of fun.
On 4/28/2005 at 7:58am, James Holloway wrote:
RE: Charmed and Harry-Potter online free-form roleplayers
contracycle wrote:
But the parlour games that give everyone spotlight time straight away without any dues-paying are dealing with a social context which is entirely ad hoc, and composed of people for whom the game-activity is essentially trivial, rather than anything seriously purposeful. Its just a bit of fun.
Indeed, part of the point of parlor games is, by imposing a structure of "rules," to force social participation out of people who would otherwise be shy and reticent.
On 4/28/2005 at 5:16pm, Mike Holmes wrote:
RE: Charmed and Harry-Potter online free-form roleplayers
Librisia wrote: The FFRPGers call their games RPGs, but they are really interactive fiction communities.Well, if you start staking claims like this, the problem is that somebody always comes along with a better claim. Next thing you know, the Psychologists will be telling us not to call what we do RPGs because they're really Shared Imagined Space Games. Given that RPGs "properly" are what psychologists use in their offices to help patients and have been using since... well way before Gygax.
In fact, this is why we use "Table Top" RPGs to describe what we do. Because the CRPG and LARP pepople aren't going to give up the monicker RPG just because we think it belongs to what we do. Much easier to simply say it's all RPGs and that what we do is specifically TTRPGs. Then we can use FFRPG for what they do and everyone is happy. (Note that this is all only neccessary in the context where it might be confusing not to simply say RPG - I'm not suggesting that everyone at the Forge use TTRPG all the time).
It's all just ways to have fun. Nobody has an a priori superiority in this which makes one or the other deserve the title that people apply to all of it.
Some people are willing to go through the initiatory process to "prove" that they aren't Mary Sues. I'm not willing to do that (see my "Monopoly" scenario above), because for me, an RPG is a GAME, and I don't feel that I should have to go to great lengths to prove that I can play a game. I'm a grownup, and I don't want to spend my time reading along for months and not get play time.I think this is reasonable, but I do not think it's reasonable to leave the FFRPGers with no social controls at all. That is, they should have some valve by which they filter people.
Mike, I agree that much of the screening process is done beforehand in TTRPGs. But only most of it. Ron's whole GNS conflict paradigm occurs quite often when someone invites a gaming friend who is primarily gamist into a group where the focus of the games is simulationist (or any combination thereof). People feel like they can't ask the new friend to leave because he's a friend of a player they don't want to piss off ... we all know the story.That's the Agenda level, however. You don't play with people who, for example, offend you with their body odor, do you? You filter those people out of your selection process by not inviting them. Which doesn't make it perfect - your buddy might invite Mr. Smelly over. But you handle the result socially. Yes, it might take more than one session to filter. But that's part of the social nature of FTF contact. It's simply rude to not allow someone to participate after they've been invited to play FTF.
But you might not ask them back.
It's the anonymity of the internet that allows for the anti-social behavior to newbs, and sorta requires it. That is, there are no "sessions" or invites online (or, if there are, then these problems do not occur, right?). As such, the only way to filter is to either have the hazing period, or to play with a person and then kick them out if you don't like them. The problem with the latter is that nobody likes confrontation, and often the social contract of the group is that anyone is supposed to be allowed to play in theory. That the membership is not arbitrarily controlled by somebody.
So if you take away hazing, I think you need to replace it with something else.
As Andrew and Brendan point out, the online ffrpg communities unfamiliar with tabletop games are paranoid about characteristics they think are "Mary Sue" characteristics. What I created was a good character for a tabletop game that uses canon characters as NPCs. What ffrpg players see is someone who is self-aggrandizing and not able to play well with others.Well, like I say, I can see them as feeling that the player in question is not contributing to a community level aesthetic. The player is playing for themselves at the cost of the overall aesthetic. IOW, the creative agenda is not agreed upon, or at least not being followed by the player in question.
The problem is that the "systems" used in FFRPGs are poor for delivering CA. As Ron points out about them, they have the highest level of "Points of Contact." Basically every single time you make something up you have to decide whether or not it's appropriate from just examples. That's not easy. So it doesn't suprise me that CA isn't transmitted always to new players.
And given the lack of social context other than hazing filtering, why should somebody care? Do these people spend a lot of time trying to get to know each other outside of the game context? That's not been my (admittedly limited) experience.
What I'd suggest for FFRPGs is that they make the initiation very explicit and helpful intent on getting people up to speed instead of simply being a filter for people who don't want to put in the effort. I'd require the person to do a short bio on themselves, including what other experience they have. Then I'd give them a sponsor who would show them around and introduce them to everyone. While doing this they should be given docs on the group expectations regarding CA, and should be required to recapitualte what they've learned. Only once they've done this, and thus become a social member of the group, should they be allowed to participate.
Many groups just make this simpler by making play invite only.
The problem with my model is that it voids the "FFRPG" is simple principle. That is, it's seen as something with a very low barrier to entry. But that ignores the fact that they do have a system supporting a certain CA, and that if it's not transmitted, that you will get lots of players who won't fit in. And then you're back to either hazing or allowing "bad" play again.
Which may be simply what evolution has produced. It may simply be that this is the least effort/ greatest return formula that they've found. How would I know, I only play TT most days.
Also, a point I have yet to discuss is that in the ffrpgs that base themselves in a fandom, what happens is that the mods and their friends all play the canon characters. I hate to break it to them, but canon characters ARE MARY SUES. Which is a blind spot that most people who play ffrpgs in a fandom setting seem to have. The people running the game get to play all the interesting characters who get all the play time and plot attention, while folks who haven't proven themselves get to sit around and watch them play.To put it in our parlance, again, basically it's a particular CA for the "in" group, and the other players have no CA. CA means allowing protagonism in some form, and the non-central characters, due to canon restrictions, are prevented from having any protagonism.
The Mary Sue term is a bad one, because it's used to mean any CA difference from what I can tell, or, in this case, disallowing other players from engaging in the CA. They're different phenomena being tagged with the only name that they have for it. Which is why it becomes so easy to apply to anyone. Yes, it means, basically, "our play is incoherent with regards to agenda, and (typical of incoherence) that bugs me!"
Mike
On 4/28/2005 at 10:04pm, James Holloway wrote:
RE: Charmed and Harry-Potter online free-form roleplayers
Mike Holmes wrote: Well, like I say, I can see them as feeling that the player in question is not contributing to a community level aesthetic. The player is playing for themselves at the cost of the overall aesthetic. IOW, the creative agenda is not agreed upon, or at least not being followed by the player in question.
Right. I don't think that this -- disallowing the character -- is specifically a difference between the types of game. That sounds very much like the kind of character I might have disallowed in a tabletop game, although for very different reasons. The two types of game tend to express these negotiations differently, but one can equally imaging a TT game in which that character would be inappropriate and an FF one in which it would be A-OK.
On 5/4/2005 at 5:10am, SK wrote:
RE: Charmed and Harry-Potter online free-form roleplayers
Gosh, Librisia, I'm really sorry for the delay. I honestly didn't mean to do a "post and run" on you; I just got a little bit distracted there for a while. (And now you know why I'm not currently in any games - of late, I'm unreliable, and I know it.)
Librisia wrote: I think it's a misnomer to say that gaming and fandom are separate. Gaming is a subculture of fandom in general. I disagree that fandom is overwhelmingly female.
Quite true. I was using "fandom" in the sense of "the subculture of people whose fan participation primarily takes the form of writing fanfic and playing on-line RPGs"--probably mainly because that's the sense in which the people who belong to that group usually use the term "fandom." In my experience, that is a predominantly female subculture, but I also agree with you that it's only a subset of fandom as a wider phenomenon, and that within that wider phenomenon, there are more men than women. (And agreed also, btw, on the misogyny.)
Librisia wrote: I'm willing to wager that most people playing successful, enjoyable online rpgs - whether they be SIMs or PBEMS - are having the enjoyable success because someone involved in the creation of the game has experience with tabletop games.
You may be right. I really don't know. My own experience with on-line gaming has mainly been as a lurker/reader (and as a confidante to stressed-out mods), rather than as an active participant. I do know that the games I've followed have been both run and played by people who don't seem to know squat about other types of gaming. Some of their games look pretty good to me, others...oh, well, you know. Notsomuch. But I don't have an equal sample size of on-line games run by experienced table-toppers, so my ability to make useful comparisons here is pretty much nil.
Librisia wrote: Would you be willing to elaborate more of the idea? For instance, what parts of GM authority are given over to the player in online sims?
I was primarily thinking of plotting there. Although I know that a lot of the Indie folks around here have started to question this idea, it seems to me that it's still pretty standard traditional table-top practice to consider the related questions of "which scenes are going to be played out in detail and which glossed over?" and "what should happen in the overall plot in the future?" as falling under the GM aegis. In a number of on-line games, on the other hand, that authority is considerably more diffuse. The entire group is jointly responsible for pushing the plot forward--and in fact, a player who refuses to take on a GM-like "authorial" role by helping to initiate and construct plot is often viewed as an obstructive, selfish, or just plain piss-poor player. In some LJ-based games, for example, you can get into some trouble with the rest of the group if you only write in your PC journal, without ever contributing to the out-of-character plotting journal: it's considered really poor form, and in some groups, might even cause someone to ask you if you really want to be playing.
This strikes me as very different from the traditional table-top model, in which players are not really expected to create the overall plot --and certainly not to create story-lines that don't even involve their PCs! The entire notion of what the player is actually "playing" is somewhat shifted: your primary responsibility is not just to play a character; it's to play the game, which is understood to encompass the plot-lines.
Like I said, though, the expectation in TTRPG is beginning to change now, in some places. But I still think there are some strikingly different expectations which serve as the norm in the two types of play.
Even more striking, though, I think, are the differences in how authority over the PC is perceived. Individual player control over his or her PC is significantly reduced in fictive on-line RPGs. I mean, players are writing each others' characters' dialogue! It's really hard for me to imagine that flying too well with your average table-top gamer.
One of the the things that has arisen as a result of the reduced player control over the PC in these games is the whole question of "God-Modding" -- inappropriate control of another player's character. Precisely what constitudes Godmodding varies greatly between these games, and establishing just what the rules are regarding it seems to be a vital part of the individual game contract. In some games you're allowed to write entire scenes featuring another PC even without player permission; in others, player permission must be granted first, but once it is given, you're free to do whatever you want; in yet others, you not only need the other player's permission to write their character, but the final scene must be given a stamp of approval before it goes live on-line (and therefore "really happens" in the game world). And then there are some other types of games -- forum-based RPG, for example -- where you get distinctions over what sorts of things you can write for another PC (dialogue may be okay, for example, but combat not okay; distinctions are sometimes drawn between trivial dialogue and character-vital conversations; some games I've seen actually have line limits -- you can write X lines of another PC's dialogue, but any more than that and it's ::gasp:: God-Modding; and so forth.)
As someone who came to gaming through traditional table-top, I find this diffusion of control over the PC completely fascinating -- and the nuances of game contract necessary to keep everyone on the same page with how much of that power is supposed to be shared even more so.
(Was this the sort of game contract issue you meant, Mike, when you referred to methodologies for "transmitting CA?" Sorry if it's a nuisance question - I'm still getting used to some of the terminology you folks use around here. If so, then I agree that the FFRPGers could probably learn something from TTRPG here: they don't seem to me to have yet developed very good methodologies for conveying to new players what is expected in regard to a number of issues of great importance to their game contracts.)
I don't really know if table-top gamers could learn something from trying out similar approaches to PC authority in their face-to-face games, but I think it might be interesting to find out!
RE: Librisia's FFRPG experience:
Librisia wrote: No one was actually that rude.
No. I should have read more carefully. ::rueful smile:: Post in haste, repent at leisure...
After I'd already posted, I went back and followed your links and realized that I'd somewhat misinterpreted--or perhaps merely overreacted to--the situation. Sorry.
Librisia wrote: I think the literary rpgs are also more interested in writing interactive fiction than they are in the experience being a game, per se.
Welllll, there's a continuum, to be sure, between Game and Interactive Fiction, even in table-top RPG, and the literary on-line RPGs do tend to fall pretty far to the IF side of things. Then again, back when I used to hang out on rgfa in the mid-90s, my favored approach to table-top gaming was constantly accused of being "not really RPG" but instead being "really" interactive fiction -- and I assure you, it was a hell of a lot less so than some of the stuff people here on the Forge are into! So perhaps I've grown more than a little bit leery of that particular accusation. The on-line stuff still looks far more like RPG to me than...oh, say, a round-robin serial does. It's certainly more game-like than a collaborative fiction project. But I agree with you that it's closer to that end of the spectrum that your usual trad TTRPG.
(No angst, though? Whoah! What's up with that? It seems to me that the written medium is well-suited to it -- you get all that focus on the internal, after all, yeah? It would seem rather a pity to let it all go to waste by choosing a character who isn't very self-reflective. I mean, sheesh! Like you said, where's the fun in that?)
Brendan:
Thank you for that link! It was a very interesting article, yet also made me feel...oh, a tad uncomfortable? Even when one can see that there are strong sociological reasons for it emerging as a practice, it's hard to feel too good about hazing.
Vaxalon wrote: Is TTRPG unique, in that a rank beginner can jump in and expect to attract as much "screen time" as someone who has been doing it for years?
Well, now, that all depends on the TTRPG, doesn't it?
My first TTRPG were D&D games in which the DM and his two buddies played the k00l powerful protagonists, who had interesting things happen to them, and knew important NPCs, and were central to Big Important Plot Stuff Happening In The World.
In FFRPG terms, in other words, they were the only ones who got to play canon characters. :-D
The rest of us? Oh, we played the cannon fodder. We got no screen time, the DM would steamroll right over us whenever we tried even to converse in-character among ourselves, and we spent most of the combat sequences unconscious. No, let me correct that: if we were lucky we'd spend them unconscious. All too often, instead we'd spend them dead. Then we'd make new cannon fodder characters. Eventually, I stopped even bothering to give them names. Then I stopped showing up at all.
The amazing thing is, I suspect that I would have been perfectly content playing dropping-like-flies cannon fodder if only I'd been permitted to have in-character conversations with all the other grunts. Really, I'm appallingly easy to please that way. But they wouldn't even allow us newbies to do that! I mean, sheesh, at least in a crappy LJ game, you can' be utterly denied play time (unless they refuse to let you join at all, of course), because you can always write in your PC journal.
Nah, James is right. TTRPG groups are hardly immune from the hazing instinct. Still, I do think it's less of a problem in TT, for all the reasons that others have already mentioned: the built-in screening of meeting people face-to-face, the relative difficulty of being a gate-crasher in real life as opposed to on the internet, and so forth.
I also think that, for the very same reasons, it's usually less of a problem for grown-up TT gamers than it is for younger ones. The hazing I encountered in high school was probably partially due to the games taking place in the context of a school club. I suspect that if I had been invited to play with the same group at a private game at one of their houses, the social dynamic would have been a bit different.
But then, I wouldn't have been invited, would I? Because I didn't know any gamers. Which is why I was attending a meeting of a high school D&D club in the first place.
So.
It's sort of irresolvable, that, isn't it? On the one hand, groups that are open to all and sundry have to do something to protect themselves. On the other hand, I don't suppose we'd want them not to exist at all; it would make it much harder for interested would-be gamers to find others of their kind.
On 5/4/2005 at 4:49pm, Mike Holmes wrote:
RE: Charmed and Harry-Potter online free-form roleplayers
Was this the sort of game contract issue you meant, Mike, when you referred to methodologies for "transmitting CA?"Yes, quite.
And we're really only just learning how to do it well in TT, IMO. I mean, take D&D with several hundred pages of text that you can read to try to get the hang of how to play - and the CA is still not transmitted well. You still get D&D players trying to make great thematic stories. Yikes.
I don't really know if table-top gamers could learn something from trying out similar approaches to PC authority in their face-to-face games, but I think it might be interesting to find out!Well, we've already gone off in that direction quite a bit. I'm actuall co-author of a game called Universalis, for instance. No GM, no PCs. It's really not a TTRPG in the traditional sense at all except for the presumptive tabletop part of it (in practice it's used a lot online). But it comes from the TT tradition. In that game, all characters are held completely communally all the time by default. And it has control mechanisms to make this work.
So, on the contrary, while I don't want to tout the superiority of TTRPGs, I'd say that The Forge has been instrumental in looking at these things closely. And that the FFRPGers could learn something from us in this way.
It's a circlular problem, however. They don't want "rules" yet they have to have rules in order to make these things work. What they really don't want are "resolution mechanics." But that's not easy to see. Basically I think that they could benefit a lot from formalization of their control mechanisms.
Mike
On 5/5/2005 at 2:40am, SK wrote:
RE: Charmed and Harry-Potter online free-form roleplayers
They don't want "rules" yet they have to have rules in order to make these things work.
They already do have rules to make those things work. I itemized some of them in my previous post.
What they don't yet have much of is a shared vocabulary for the theoretical constructs on which their games depend, which renders them less effective than they should be at conveying expectations cross-game. That's where I think that they could learn the most from TTRPG, which has been around a lot longer, and which has therefore accrued quite a bit of shared vocabulary and theoretical construct which makes it easier for TTRPGers to establish contractual detail. (Of course, they do have written record, which can serve to fill in some, if by no means all, of the gap there: you wanna see what the game's about? Read it!)
What TTRPGers could really learn from FFRPGers, I think, is what RPG looks like when viewed through the prism of a fictive paradigm, rather than from that of a game or cinematic paradigm. Universalis (as I read it) is an attempt to lead people accustomed to the more traditional TT paradigms away from those modes of thinking and towards a more fictive approach --which is a very cool thing. FFRPG is where you can go if you want to see how the gaming of people who were never exposed to any of those TT paradigms and tropes in the first place developed.
Of course, it's possible that there's not too much of pragmatic use to be gleaned from the games of people who didn't start out from the same place that you did, and who therefore don't have quite the same problems and issues when it comes to their gaming practice --and who instead may have different "problems" that you find a bit baffling. But it's always instructive, IMO, to see what makes sense to people who are viewing things from a different angle, and what doesn't make sense; or what is viewed as "problematic" and what is not.