Topic: Having Fun with Narrativistic Amber (long)
Started by: Mikko Lehtinen
Started on: 5/1/2005
Board: Actual Play
On 5/1/2005 at 4:10pm, Mikko Lehtinen wrote:
Having Fun with Narrativistic Amber (long)
Hello,
I want to share some thoughts about our new Amber campaign.
It's been a very long time since I've last played with Veke, the GM. There were some very serious issues couple of years ago that made me stop playing in his group. The play had become boring and frustrating for me. I was actively reading Forge at the time, and came to conclusion that I was a Narrativist while the GM was (is) mostly a Simulationist.
Despite the problems we did have many very good sessions back then, especially with Amber. Many times we understood each other very well. Clashes were all too common, though. Often I felt powerless and impotent as a player, incapable of affecting the story in the way I wanted. Some of these issues may have been caused by the Amber rules, that give the ball to the all-powerful GM.
We have continued to talk about roleplaying after I parted, and discussion has helped us to understand each other better. A year ago Veke played a while in my short-lived Sorcerer group and we had a blast. I noticed that he can get kicks out of Narrativism, too. Clearly our situation isn't hopeless!
Couple of weeks ago we decided to try again. We started a new Amber campaign, happening 20 years after the previous one. We made some rules tweaks that encourage Narrativism and give players more power:
[1.] We use kickers.
(My kicker: Istwan, son of Deirdre, has fallen in love with and married a human sorcerer, Erika, and now Erika is pregnant. Istwan and Erika truly love each other, but it may well be that the covenant of moon witches has just tricked the Amberite to produce a special child to help in their wicked plans.)
[2.] The speed of character improvement depends on your Stuff. If you have Good Stuff, live is easy and improvement is slow. With Bad Stuff life is really unfair and dangerous, but you also learn faster. Between sessions players may increase or decrease their Stuff by one or two points, so the players are in control of their characters' destinies.
This was a compromise ruling that we both liked very much. I felt that the original rule, that encourages winning big challenges, was very unjust for me, because often I want my character to lose... In Amber it's especially fun, because of the law of Karma: often you know in the beginning of a great war that you are probably going to lose in the end. For some wicked reason I just love to ride in this death spiral, suffering like hell and waiting for the worst to happen.
Usually in Veke's games anybody who wants to play can join, but this time we decided to be very selective with players. We both wanted to include Kristiina, who played in my Sorcerer group. She has very little experience in roleplaying, and is always an enthusiastic and entertaining player.
She's also a hardcore Narrativist (I think), and this is very important to me. In our earlier campaign I was often the only Narrativist player, and I didn't have much of an audience for my Narrativist moments of glory. Veke did understand me, but often he was the only one.
We have now played three times with just us three players. We hope to get one more player in the near future.
I had ambivalent feelings about the first session. Kristiina was having fun, and it was entertaining to watch her in action. But I had problems. Again I was feeling impotent.
Prince Random came to visit Istwan and Erika at unfortunate moment, and Istwan offended him. In response, Random killed Erika's old grandmother and threatened to rape Erika. Istwan tried to get Random out of his house, but nothing he did seemed to produce any effects. Istwan tried friendly talk, Trumping for help, and finally challenged Random for a duel for the first blood, hoping that the all-powerful prince would just hack Istwan into pieces, and then leave him alone, his blood lust satisfied. None of this seemed to alter the situation in any way! Random just laughed away all the attempts, and didn't even take the duel seriously. I was frustrated and running out of ideas. The story didn't flow naturally.
After the session we discussed these problems. I felt that Veke didn't take my contributions for play seriously. He didn't give my character's actions the weight they demanded. I didn't want Istwan to succeed always, no, but I wanted his actions to produce dramatic effects, good or bad. "Nothing happens" is so damn boring... Veke said that he was just doing what was he always does, reacting like a simulationist GM. Luckily he did understand my point.
A time for another rules tweak!
[3.] I suggested that each player could have two or three "coins" for each session. When a player spends a coin, his character's next action becomes mighty important story-wise, causing dramatic consequences, good or bad. The coins are a player's way of telling the GM: "This action is really, really important to me, please pay special attention to it!"
(We've been discussing widening the role of coins. Perhaps they could be spend on anything, not just actions. Players could spend coins on people or Shadows that they consider interesting, and in response the GM would increase their story-weight. Again the effects could be either helpful or damaging for the player.)
This one change made all the difference in the second session. And not just the ruling, though it was very important. I was feeling empowered as a player because the GM seemed to actually care about my point of view. This time the group seems to be truly democratic, not despotic like it used to be in the past.
In the last two sessions everything, just everything clicked in place. Everybody was loving each others characters, including gamemaster's, and paying them attention. We all had audience, everybody got to be a star. Game was fast-paced, dramatic, and very intense. Istwan and Nina (Kristiina's character) were true protagonists, their actions had tremendous impact to the story. Everybody was building on everybody's ideas. It was just wonderful. After the third session we were filled with creative energy, and we had to drink a couple of beers with Veke to cool us down before we could sleep. For me it was the best gaming session ever.
In the past we have been mostly playing with men, and it's clear that Kristiina adds much to the game. One important effect is that we guys don't argue with each other so much when Kristiina is playing with us. Secondly, romance and sex seem to have become more important themes than they were before. With Istwan I get to explore darker aspects of male sexuality, it's scary and fun.
From the very first session Istwan's and Nina's destinies became intertwined. We decided that they had known each other 60 years ago. At that time Istwan was very different, an evil brigand, mystic and artist, looking much like Rasputin. Nina was just a 12-year old, sad and crazy girl, who had just escaped from a mental hospital. These two had a wierd relationship: Istwan was like an abusive father to the girl, not trying to cure her, but toying with her madness, drawing inspiration from her wild visions. (I'm looking forward to playing some intense flashback sessions...)
Well, now Istwan ja Nina meet again. Istwan is much more stabile than he was back then, and a much better person, but Nina is still walking on the edge of madness. After all these years Nina has only good memories of Istwan, and seems to trust him instinctly. Istwan feels guilty... Its interesting as hell to see how this relationship develops. Istwan has a history of evading responsibility: he has cruelly abandoned (at least) one wife and an adopted daughter, so that Istwan's enemies wouldn't use them against him, trying to protect them by abandoning them. He's afraid of love and caring, seeing them as a weakness in a dangerous universe. And now this young cousin from the past suddenly appears to remind Istwan about his evil deeds and responsibilities. Does he have the courage to become a better man?
Hmm, I think that's all for now. I wanted to share this story in part because I've read some pretty harsh (and justified) critic against Amber in these forums. I admit Amber clearly needs tweaking before it works. I wanted to show how we have succeeded in making this great game work for us with some pretty easy tweaks.
If anyone has some other ideas or rules tweaks for Narrativistic Amber, I'm interested to hear!
On 5/1/2005 at 10:35pm, Sydney Freedberg wrote:
Re: Having Fun with Narrativistic Amber (long)
Coolness.
Mikko Lehtinen wrote: Prince Random came to visit Istwan and Erika at unfortunate moment, and Istwan offended him.
Yeah, this is something that I always thought would be a problem in Amber: Having the "real" Amberites from the novels in the game as super-powerful NPCs. I really enjoyed a Throne War game where all the top-level princes were player characters.
When a player spends a coin, his character's next action becomes mighty important story-wise, causing dramatic consequences, good or bad. The coins are a player's way of telling the GM: "This action is really, really important to me, please pay special attention to it!"....Players could spend coins on people or Shadows that they consider interesting, and in response the GM would increase their story-weight.
And this is a very, very neat idea. I'd love to hear more about how it plays out. I think explicit "hey this matters to me!" mechanics are a big advantage of games like Capes (staking Debt) and Dogs in the Vineyard (assigning Relationship dice). More games should have them to give unambiguous feedback.
On 5/2/2005 at 1:19am, Noon wrote:
RE: Having Fun with Narrativistic Amber (long)
Does the player who is GM'ing, get any of those coins? Or would that cause a power clash and/or he's happy in his simulationist position and recieving explicit player tells through the coins?
On 5/2/2005 at 1:23am, TonyLB wrote:
RE: Having Fun with Narrativistic Amber (long)
Have people been ending the session with coins still hoarded? Do those carry over to future sessions?
On 5/2/2005 at 11:58am, Mikko Lehtinen wrote:
Another long post
Allright,
I'll tell you more about coins. But first I'll give you some more background information and clarification. This will be another very long post.
My initial post's subject talked about "Narrativist Amber" but that's not the whole truth. Really our game's a hybrid, maybe of all three, N, S, and G. I get most of my enjoyment from N, and so does Kristiina, I think. N is clearly the strongest CA, the one that binds us three together.
The game is absolutely not No Myth. The GM has the universe in firm grasp. He spends his nights having intimate conversations with Elder Amberites, and writing down cosmological ponderings. The GM handles Powers and the Shadow as a true simulationist. He has a very good idea if some power stunt is possible or not. Too often it's the latter - for me, the boring option.
But we've been talking about this much, and from now on I have a powerful weapon in my hands: the coins. If I want to make some obscure power stunt, I'll just spend a coin and something real cool (good or bad) WILL HAPPEN. That's reassuring. I don't want to argue about powers with the GM, I want to use them in creative ways, and surprise everybody. With the coins I just might have a chance. No power stunts yet in the new campaign, this is just theorising.
Why does this game work for us? Mostly it is because we trust each other, and are willing to make compromises. We have a working social contract. There used to be some big status issues in the past (a couple of years ago): I was aggressively questioning the GM's rule, and it made the group feel uneasy. Well, some status issues might still exist, but in a much lessened form. We've learned something.
Kristiina is helping the situation a lot. She's a beginning roleplayer who reacts to situations instinctly, surprising me and Veke every time. She hasn't any bad roleplaying habits. I think Kristiina is firmly standing with me in the N camp, and this might be the biggest reason why Veke is willing to make compromises.
Adding another player might change the situation dramatically, and that's why we are very selective. We've been thinking about Robert, who is mostly a gamist. I trust him, and this is the most important thing for me. I'm going to explore dangerous themes (love and sex) with my character, and this makes me vulnerable. I really need to trust everybody on the table.
We've been having a lot of roleplaying fun with Robert in the past. (And to say the truth, also a lot of roleplaying boredom.) Our characters ALWAYS fight much of the time, and often hate each other with passion. Almost the same holds true for us players, in real life... our friendship has always been a quite uneasy one. Like me, Robert is using his old character. This Salvador - a nasty Warfare guy - scares the hell out of my character, Istwan, but curiously I think I'm really missing Salvador. Just like Istwan-Nina, this is another very intense and interesting relationship between player characters.
The Amber rules help us in some important ways, and hinder in other ways.
I think the GM has too much power in conflict resolution, but the coins help us in this problem. At least now the players have some control over tempo, and a way to make certain actions very important.
Let's talk Elder Amberites. From my Narr point of view, Veke is using them very well. All of our characters are woven tight into a big relationship map, full of family taboos, seduction, intertwined love and hate, children abuse, well, all kinds of ancient and scary shit for us to find out. I find the basic premise of Amber: "What would the next generation be like?" to be a very interesting one in this context.
Yeah, the Elders are gods. But that hasn't really been a problem in our game. (I'll talk about that Random incident a bit later: it actually turned into an engaging story in the second session.) The focus of the game has been on the younger generation. There are a LOT of children, and most of them are very interesting NPCs. Elders remain importantant, but mostly in indirect ways, through their children.
We talk a lot about the Elders, in character and otherwise. And when we are talking about Elders, we are often really talking about our premises. Lately we've been discussing cruel seduction (through Deirdre) and passionate love gone really, really wrong, turned into abusive and violent sexuality (through Corwin). These same themes are very important for the younger generation, too, in various ways. These themes turn up a lot in play, it seems that the younger generation has inherited many of the sins of the fathers.
Well, some of us try to be better than them, and some believe in the purity of the younger generation. We really wouldn't want to do the same mistakes as our parents, but what can you do? Maybe it's in the genes. One of the most important premises is Family vs. Morality. If all the relatives are evil bastards, how much should the family mean to you?
As you may have realised by this point, Veke is good at creating Bangs that really make me tick. In this way he is a good Narrativist GM. And I'm good at communicating him what I want. In this way we have a very good player-GM relationship. This Narrativist aspect of Veke makes me want to keep playing with him despite his simulationist habits in other areas.
Ok, practical examples of coin usage...
The second session started with Istwan in this volatile situation with uncle Random. This is what I did: First I Trumped to two of my cousins, one of them Nina (who I met for the first time), to meet uncle Random. Also, there was Fiona spying us with her mystical powers. I needed these witnesses.
I used a coin and purposefully insulted Prince Random as badly as I possibly could. Everyone of us knew that this could well be a suicide. We heard Fiona laughing at Random, and my younger cousins were scared as hell about my risky move. Prince Random absolutely had to defend his honor in some very, very cruel way. I knew I was going to suffer for this.
But I knew I had to do something to change Random's attitude towards me. Otherwise he would continue picking on me and my wife, and that would be unbearable. I knew that Princess Fiona had done something nasty to Prince Random, and that was the real reason why he was acting like an asshole.
This is what Istwan said to Random: "You call yourself a Prince of Amber? I laugh at you. You're apparently not the honored Elder Prince that I thought you were. A Prince wouldn't act so cowardly. You come here to bully on me, but you're really angry at your older siblings. They think of you as the little one, and you're scared to challenge them. Do you really think that bullying me makes anybody to respect you?"
Yeah, I was trying to make him really angry, but wanted him to divert his anger somewhere else. If he would kill me, that would only prove my words, it wouldn't be enough to restore his honor... He had to do something else. Or so I hoped. I wanted him to rebel against his elder siblings.
This speech, a dramatic act enhanced by a coin, led us to some very, very interesting situations.
I thought that I would die. The next scene was a fine restaurant, where many of the younger generation were sitting. There were many friends, and many new faces. Random planned on punishing me in front of all my cousins. But when Random called me to come to the stage, I rebelled. I asked my cousins to fight with me against this Prince of Amber, and many were willing, for their own reasons. A fantastic fighting scene ensued.
I knew we were going to lose. By challenging Random I just wanted to show that Istwan was a badass. Both Random and Istwan somehow knew that this fight was just some kind of show, but all of the younger cousins thought we were for real, and they were scared. Both Random and Istwan kind of needed this fight, they wanted to show the new Amberites who they were.
The fight lasted more than two hours, real time. It was real fun. It was like a dance between Istwan and Random. Both of them enjoyed themselves and forgetted the actual reason why they fight. Some of the cousins suffered very ugly wounds, but in the end, when Random had finally won (the margin of victory wasn't actually that big, we could well have won), he wasn't too harsh on Istwan. He just cut off one of Istwan's testicles...
As an aside, cousin Boromir fought on our side only because he has a crush on Nina. And in the fight Random squashed Boromir's genitals very, very hard. Ouch! Boromir WILL remember this fight for a long, long time, and it will alter his relationship to both Nina and Istwan. I'm guessing that Boromir will develop the same kind of mad obsession toward Nina as his grandfather Corwin has to Deirdre. These kind of things really seem to be in the genes in our game... And I'm afraid that Boromir is already a bit jealous for Istwan, who seems to be very close to Nina, though it's not sexual.
Somehow my plan had worked, and I had got Prince Random to respect me. And I started to respect Random, who had shown in the fight that he's really a fair and fun-loving Prince, who is actually not too serious about the honor-issues. And I (the player) had succeeded in making some important statements about my character: Istwan is a very impulsive person, who sometimes does crazy things. All of the cousins will look at Istwan differently from now on.
Here I'm using confusingly "I" a lot when I talk about my character, but really in the game I'm often in author stance, doing things to make game more interesting for all participants.
Oh, and Kristiina used a coin in the fight. She wanted Nina to touch Random's leg and establish a mind contact. Then Nina communicated to Random telepathically: "Oh Prince, if you'll win this fight, I'll surrender to you..." She meant it sexually. For a while Random was very distracted, with a smile on his face, and we got an easy hit on him. And I suppose Random's attitude toward Nina changed a lot. After the fight he didn't punish Nina at all, he just let her go. And no, he didn't expect Nina to keep her promise. Random was acting like a gentleman, he seemed to really like this young girl. I suppose Nina's act helped Istwan, too, because Nina made Random happy.
The coins are our way of ensuring that our best ideas get through to the GM. They really do seem to work.
Noon: no, the GM doesn't have coins. I think it would be a power clash. The GM presents us the world, often in a simulationist way, but we, the players, are free to choose what parts of the world interest us most.
Tony: in the second session Kristiina didn't use one of her coins, I think. It didn't carry over to the next session. And in the third session neither of us used any coins! But there really wasn't any need, because everything we did was dramatically important anyway. The story was advancing in a horrible pace, and we didn't want to speed it up any more with coins... I guess I remember my coins in situations when the story needs some extra puch.
Maybe the coins could be used to make up player-introduced Bangs.
In the next session I plan to use a coin to make up a conflict for my character, Trollbabe-style. I want Istwan to be ambushed while he is Hellriding, and that the ambushers have some kind relationship with Salvador, Robert's character. I talked about this possibility to Veke, and he okayed it. I want to harness the power over Shadow as a Narrativist tool that is controlled by me, the player, and not always by my character. The coins may help my in this project.
On 5/2/2005 at 12:27pm, Mikko Lehtinen wrote:
The coins
I think Veke okayed the coins because they are NOT an automatic way to make the character more powerful. The story might just as well take a more dangerous twist. He, the GM, has the final word on what effects the proposed action has, as long as the story advances in some meaningful way. So the players are not stepping on his shoes too much with the coins.
Using a coin to boost an action is a lot like saying "I want a conflict" in Trollbabe. If you use a coin, the proposed conflict will be resolved now, and in a fun way. "Nothing happens" is not an option for the GM. In my opinion Amber needs this kind of structure to make the story flow smoother.
On 5/2/2005 at 12:44pm, TonyLB wrote:
RE: Having Fun with Narrativistic Amber (long)
So when you weren't spending coins: it was because you were already getting the effect on the story that you would have spent coins to tell the GM you wanted?
It sounds like you just created a mechanic that taught your GM the concept of Stakes and Aggressive Scene Framing, and now you'll probably never need to use it (actively) again, because it will always be there (potentially) reminding him that the point of the game is to get to the good stuff where your characters are important.
Cool stuff!
On 5/2/2005 at 1:58pm, Mikko Lehtinen wrote:
Cool indeed
TonyLB wrote: It sounds like you just created a mechanic that taught your GM the concept of Stakes and Aggressive Scene Framing, and now you'll probably never need to use it (actively) again, because it will always be there (potentially) reminding him that the point of the game is to get to the good stuff where your characters are important.
Cool stuff!
Yeah! I believe something like this did happen.
The mechanic is a very good aid for us, because the unspoken social contract doesn't allow very much author-talk, at least at the moment. Spending coins is a non-obstructive way for the player to remind the GM about his responsibilities.
On 5/2/2005 at 2:11pm, TonyLB wrote:
RE: Having Fun with Narrativistic Amber (long)
I love mechanics that let you say things without actually saying them. Particularly when you wouldn't be comfortable voicing those things straight out.
People say "What can rules do, beyond arbitrating disputes between players?" Well, here is one thing: They can give you the tools to say "You are boring me, chum," to a good friend when you need to, in a way that doesn't hurt.
On 5/2/2005 at 5:06pm, Mikko Lehtinen wrote:
Conflict resolution?
I think also I have learned something via that coin mechanic.
Every time I spent a coin, I was trying to be very clear about my goals, and it markedly improved the game. Often our Amber game has been about "task resolution": the players have been announcing their actions, not goals. I think the GM doesn't always even understand what the goals are, especially in social situations, and that's one reason why the game is sometimes boring.
I'm used to conflict resolution in other games: Sorcerer and Trollbabe. But Amber is a very different animal because of it's lack of mechanics. I think I reverted back to my old ways for a while (perhaps I didn't have any other choice), but the coin mechanic reminded me about the importance of conflict resolution.
I could use some help here. I suppose we could start using some kind of formal "announce goals" phase? Maybe conflict resolution could be run like this:
1. "I want a conflict!"
2. Announce goals. What are the possible consequences for this conflict?
3. Some free narration. Everybody tells what their characters are actually doing while trying to reach their goal. The players try to impress the GM.
4. The GM makes his final judgment based on Karma and players' narration, then narrates how the conflict ends.
Just quick thoughts. I have no idea if something like this would work in Amber. Perhaps it would speed up the play. What do you think? If anyone has thoughts about Amber and Conflict resolution, I'm very interested to hear.
Perhaps the GM doesn't like this idea, I don't know. I'm glad about our coin mechanic, because it already *is* a formal conflict resolution system, at least in the conflicts that are most important to the players, and works very well.
On 5/2/2005 at 8:19pm, Mikko Lehtinen wrote:
RE: Having Fun with Narrativistic Amber (long)
This writing and the replies have got me thinking. Maybe it's not that useful to discuss conflict/task resolution in Amber. It might be a quite confusing discussion. The system ain't perfect, but we're used to it, and at the moment it seems to work very well for us. Our game is rolling. I think it's time to stop theorizing, to sit back, relax, and just enjoy a good game. (Of course, if anyone wants to talk about any aspects of our game or Amber rules, I'm willing!)
I think what has been going on in the last two sessions is a major change in the social contract. The coins mechanic has helped us to put in practise some very important ideas, that we have been discussing for ages. The coins gave me new courage. I felt empowered and hurled Istwan into action, making decisions fast, trying to accomplish big things in mere moments of play time. The GM adjusted. We got the tempo right. I want my Amber to be like this, fast and big-scale.
We all noticed how fun this kind of playing is. I think the next step is to adjust our social contract a bit, so that we can start playing like this all the time, even without coins. We already started this process in the last session. I believe this process won't be very intellectual: theorizing won't help much. There's no real need to argue about the game theory anymore. The next challenges will be emotional: We need to learn not to take the game sooo seriously, not to stress about it. We need to forgive and forget all that useless fighting that has been all too typical for our games in the past. We need to learn to be kinder to each other. :-)
Good gaming to everyone!
On 5/3/2005 at 2:29am, Noon wrote:
RE: Having Fun with Narrativistic Amber (long)
This is what Istwan said to Random: "You call yourself a Prince of Amber? I laugh at you. You're apparently not the honored Elder Prince that I thought you were. A Prince wouldn't act so cowardly. You come here to bully on me, but you're really angry at your older siblings. They think of you as the little one, and you're scared to challenge them. Do you really think that bullying me makes anybody to respect you?"
Umm, that sounds like you were provoking the GM to address premise! How exactly did this simulationist GM react to this provocation?
It may be that the coins aren't facilitating your addresses of premise so directly. Instead they may be facilitating your teaching him narrativist play.
Tony wrote: I love mechanics that let you say things without actually saying them. Particularly when you wouldn't be comfortable voicing those things straight out.
I think it's another barrel technique, like I talked about with you. If you had just said straight out what you wanted, what compels anyone to take it on board? But when you spend a point of a finite resource to do this, it puts someone over a barrel. They'd have to ignore how you used up a finite resource...if they don't think that's significant, do they think any expenditure is significant? If not, then they are throwing all game mechanics over their shoulder and the game with it.
So yeah, it's a game mechanic that lets you say a lot of things, without actually saying them! :)
On 5/3/2005 at 8:55am, Mikko Lehtinen wrote:
RE: Having Fun with Narrativistic Amber (long)
Noon wrote: Umm, that sounds like you were provoking the GM to address premise! How exactly did this simulationist GM react to this provocation?
Was I doing that? I don't know, I was just reacting instinctly, doing what "felt right".
Well, he liked it very much, and it had profound effects. It may well be that he would have reacted strongly anyway, even without a coin, but I can't be sure. It wasn't any kind of breach in social contract. We had agreed to use coins, and I was very clear in the way I was going to use them.
The GM has told me that he's willing to learn/unlearn. At least after these very good sessions he really is. The GM knows I tend to freeze when my character's actions have no effects. The first session's Random incident was a good reminder of this for both of us. Keeping me happy makes the game better for him, too, so everybody wins.
I have a long history of Narrativist play under this GM, especially in Amber. Sometimes it was unsatisfying, but often it was real fun for both of us. Like I said, his Bangs work: I constantly have complicated human issues to chew up. I just wanted a little more player power over story, and with the coins I got it.
I bet our gamist friend Robert will like the coins, too... Everybody seems to like them.
It may be that the coins aren't facilitating your addresses of premise so directly. Instead they may be facilitating your teaching him narrativist play.
(snip)
So yeah, it's a game mechanic that lets you say a lot of things, without actually saying them! :)
I agree, and I really appreciate having this kind of mechanic in this group. Forge-talk has become a very emotional issue between us two. The GM gets easily defensive, and me too. Theory-talk could be obstructive to the game. Using coins clearly isn't.
In my last post I came to conclusion that it's a good time to stop talking theory with the group, at least for a while. We need to have more of these very good sessions done to increase the good-will and trust among the participants, especially between me and the GM. I got a nice stealthy teaching tool in my hands, so no need to use words. I will be playing boldly and using the coins aggressively, that should be fun.
On 5/3/2005 at 12:43pm, Ron Edwards wrote:
RE: Having Fun with Narrativistic Amber (long)
Hi Mikko,
Food for thought: in many cases, when a person describes his actions using the phrase " ... I was just ..." it's a giveaway that it's a very, very important action to them, emotionally.
I'm calling attention to it because this conversation illustrates a common misunderstanding about Narrativist play - that it somehow advertises itself to the participants during play itself.
All role-playing feels like "playing my character." In any Stance, using any Techniques, in the context of any Creative Agenda. A non-fun breakdown of "playing my character" means a non-fun breakdown of Exploration.
Creative Agendas are like values - they inform our actions and provide context for the specific "what I want" at any given moment, but without being articulated. In fact, they are usually falsely articulated even when we honestly try. They are best understood inductively, from generalizing across undebatable observations.
"Hey, looks like you were Addressing Premise."
"Oh, I was just spontaneously playing my character."
That is a non-response. It's a dodge, avoiding actually looking at one's own actions. There is no "I was just." The proper response to such a statement is,
"Yes, I know you were spontaneously playing your character. That is why it is interesting to look at the content of play at that moment. And the content appears to be Addressing Premise."
I bring all this up because I suspect such phrases and dodges are common in your discussions with your group.
Best,
Ron
On 5/3/2005 at 2:17pm, Michael S. Miller wrote:
RE: Having Fun with Narrativistic Amber (long)
Synchronistically, I've just been discussing Amber Diceless Role-Playing (ADRP) in my friend's LiveJournal. It gives my two cents on why Amber is so prone to un-fun play and why Drifting it is so prevalent and fruitful.
On 5/3/2005 at 2:22pm, Mikko Lehtinen wrote:
RE: Having Fun with Narrativistic Amber (long)
Ron,
I wasn't dodging behind my character! I really should have been clearer, but I was in hurry when writing that post.
Mikko Lehtinen wrote:Noon wrote: Umm, that sounds like you were provoking the GM to address premise! How exactly did this simulationist GM react to this provocation?
Was I doing that? I don't know, I was just reacting instinctly, doing what "felt right".
In my answer above, that "I" strongly means me, the player, not the character. And I agree that those kind of moments are the most important emotionally. That's why I spent the coin. So that the GM would know how emotionally important the action was for me.
That "I don't know" part of my answer was a quite another kind of dodge. I was genuinely surprised by Callan's comment and caught off guard. "I don't know" was just very poorly phrased "Give me some time to think about it". After I posted the answer I found myself fully agreeing with Callan's comment, but at the same time I was pleasantly surprised that I really was subconsciously provoking the GM to address the premise. That's very cool.
Part of my confusion came from the fact that we have never consciously defined our premise. But now that I think of it, after all this writing about our campaign, we've had a very coherent shared Amber-premise for a long time. That makes me happy. Thanks for the food for thought, Callan and Ron, you really did make me think! (And the thinking has not ended. I have to think carefully about your words, Ron, and observe real roleplaying situations. You're not dead on with your comments, but there might be something of value there.)
I know I should separate "me" and "my character" better in my writing, but I'm used to using first person when talking about Istwan. And in the game I really don't separate these two so much: my character is me, and his moral decisions are mine (or my evil twin's). With Istwan I'm exploring my own darker side, and sometimes I'm very surprised about the things I find. That's a big part of why roleplaying is so exciting for me. It's exciting because it truly is dangerous. ;-)
(Edited a bit a couple of minutes after posting.)
On 5/3/2005 at 2:47pm, Ron Edwards wrote:
RE: Having Fun with Narrativistic Amber (long)
Hello,
Mikko, you've mis-read my point. I am not discussing player vs. character goals at all. I fully understand that you are talking about yourself, not about being "in character."
I am discussing your "I don't know" that I spotted and that you now have mentioned. Your phrasing in that post was indeed avoiding answering the question.
Fortunately, you have realized this already:
After I posted the answer I found myself fully agreeing with Callan's comment, but at the same time I was pleasantly surprised that I really was subconsciously provoking the GM to address the premise. That's very cool.
Part of my confusion came from the fact that we have never consciously defined our premise. But now that I think of it, after all this writing about our campaign, we've had a very coherent shared Amber-premise for a long time. That makes me happy.
My response: good. Exactly my point. Saying it that way is a lot more substantial than any "I was just ..." phrasing, don't you think?
My goal in posting, to anyone reading this: take a look at your responses to any discussion of Creative Agenda, when they concern your experiences during actual play. How much dodging are you doing?
... and Mikko, perhaps it would be valuable to reflect on how much of that sort of phrasing, if any, is going on in your group's person-to-person discussions. Perhaps the answer is "none," but the reflection is worth it.
Best,
Ron
On 5/3/2005 at 3:26pm, Mikko Lehtinen wrote:
RE: Having Fun with Narrativistic Amber (long)
Michael S. Miller wrote: Synchronistically, I've just been discussing Amber Diceless Role-Playing (ADRP) in my friend's LiveJournal. It gives my two cents on why Amber is so prone to un-fun play and why Drifting it is so prevalent and fruitful.
Michael, very interesting thoughts!
It seems that, as written, ADRP seeks to replicate the dysfunction of the *characters* in the relations of the *players & GM.* No wonder so few people play it as written, and so many drift it into something functional and fun.
That reminds me of the relationship of me (playing Istwan) and Robert (playing Salvador). Earlier I wrote this:
Mikko Lehtinen wrote: We've been having a lot of roleplaying fun with Robert in the past. (And to say the truth, also a lot of roleplaying boredom.) Our characters ALWAYS fight much of the time, and often hate each other with passion. Almost the same holds true for us players, in real life... our friendship has always been a quite uneasy one. Like me, Robert is using his old character. This Salvador - a nasty Warfare guy - scares the hell out of my character, Istwan, but curiously I think I'm really missing Salvador. Just like Istwan-Nina, this is another very intense and interesting relationship between player characters.
...and a very intense and interesting relationship between players, too. And a dysfunctional one. Scary.
Yeah, I loved playing Amber with Robert. And I hated it. Often I was full of anger, addrenaline running in my veins. How can Salvador be so unfair? How can Robert be such an asshole? Yep, the fight scenes between Istwan and Salvador were very intense... but at the same time I was a bit worried about this phenomenon, and sometimes wishing for a better rules system. Our sadistic GM seemed to enjoy this shit. Me too, sometimes.
Sometimes we succeeded in forming shaky alliances. Those were moments of glory for me, full of emotion. Slowly Istwan and Salvador began to respect each other, and that was one of the most important story lines for me in the old campaign.
In the end of the campaign Salvador died. I was partly relieved, partly sad. And now Salvador is coming back...
On 5/3/2005 at 7:10pm, Mikko Lehtinen wrote:
RE: Having Fun with Narrativistic Amber (long)
Ron, I'm glad I managed to answer your question even through the slight misunderstanding. You and Callan did catch me off guard with your questions, and maybe I was being a bit defensive for a while, trying to answer the questions quickly, although I didn't quite understand what was going on. Learning sometimes feels like that: a bit unsettling.
This is what I'm thinking now: If I understood my CA better in an actual roleplaying situation, it would be easier to communicate my desires to the GM and the other players. Not "I just want to do this", but "I want to do this because it's relevant to our Premise." I believe this kind of communication would be very helpful for the group.
Sure we dodge a lot. That's because we don't have a shared language to talk about CAs, or at least we are not fluent in it. But after all this writing here I may have learned a) what I most want out of this Amber campaign, and b) to express my desires more clearly. The next thing we should do is to talk about our Premise with the group, and formalize it somehow, perhaps by writing it down.
And now I know what's the best use for the coins, if I want to maximise my enjoyment. I should use them in actions that address our premise. That should be a clear enough signal to the GM, too.
I don't want to "force" the other players to play Narr. (Although there definitely is some interest.) But I can do all these very helpful things while not becoming an irritating control freak in the eyes of the other players, and without excessive Forge-talk. Cool!
On 5/3/2005 at 7:57pm, Miskatonic wrote:
RE: Having Fun with Narrativistic Amber (long)
I'm interested in seeing how this coin mechanic works out in the long run.
I've tried "grafting" a coin mechanic onto GURPS in the hopes of facilitating Narrativist play; this fixed exactly nothing. The players still turtled up in their familar play modes. Tokens were squandered on either novelties which didn't interest any of the other players, or as means of bypassing conflicts. I had the same old crappy set of tools to diagnose players' interests and keep everyone engaged. I had to put the poor thing down.
Now in your game, it sounds like players have at least latched onto the coins as a means of constructive feedback to the GM. Which, as Tony points out, is more elegant socially than blunt criticism. This experiment may likely be useful in bringing to light deficiencies in the social contract. Once this has happened, though, I suspect a more complete re-evaluation of system will be in order, lest the gimmick itself becomes an enabler of dysfunctional habits.
On 5/3/2005 at 9:56pm, Mikko Lehtinen wrote:
RE: Having Fun with Narrativistic Amber (long)
The next session is tomorrow.
I haven't told you most anything about the last session, which I consider the best ever. It was full of conflicts that addressed the Premise. (Now that I've learned to think about the premise like that. Our premise is a bit hazy, and somewhat difficult to define, but we do know what kind of conflicts we want to see in Amber.) PC actions were dramatic, and the outcomes surprised everybody. Both Nina and Istwan transformed because of what happened, I'm talking about big personality changes here. Now we just have to repeat the success. Just to remind you all that despite this talk about our group's problems, at the moment everything's wonderful.
I'll keep you posted if interesting thoughts surface. I'll tell you about the coins at least.
On 5/4/2005 at 2:44am, Noon wrote:
RE: Having Fun with Narrativistic Amber (long)
Hi Mikko,
The only reason I spotted the 'provoke the GM' moment, is because it happened to me. I have a thread on it here in actual play somewhere (I think it was called "Player pitching the GM some nar?"). It was in a PBP, with its low social feedback, of all places!
On another note, this thread so reminds me of the minor adjustments I was suggesting about Rifts, where its pitfalls might turn around and actually support narrativism: http://www.indie-rpgs.com/viewtopic.php?t=15105
Forge Reference Links:
Topic 1510
On 5/4/2005 at 9:47am, Mikko Lehtinen wrote:
RE: Having Fun with Narrativistic Amber (long)
Noon wrote: On another note, this thread so reminds me of the minor adjustments I was suggesting about Rifts, where its pitfalls might turn around and actually support narrativism: http://www.indie-rpgs.com/viewtopic.php?t=15105
Hello,
I don't know much about Rifts, Callan, but something you said in that post did ring a bell. I started to think about Amber's combat system, and how it supports our Narrativist goals. In your post about Rifts you talked mostly about Powers, but I'm going to talk Warfare.
Amber's combats demand constant player input. They put an awful amount of pressure on the player, its almost too much to cope with (at least in our games, and for me). In every combat, you need to quickly come up with reasons "why should my character win this fight." You need to be dedicated about it. You don't really have time to think there, only to react by instinct, emotionally. Of course the player could get all gamist, but I'm not like that. My player input has very often addressed the premise, and often I have surprised myself with my moral decisions.
In our recent fight against prince Random, Istwan did all kinds of funny and carnevalistic things, and so did uncle Random. For us, the fight wasn't serious, even though it was quite deadly. I got to make a very, very important statement that addressed the premise: "This is just how Amber's children play. Don't take it too seriously, kids." (The other kids were taking it all too seriously.)
In the many wars that Istwan has fought in, the statements I've made about my character are very different. Almost always moral decisions take the center stage: how much should I care about these Shadow people who just keep dying for me, and because of me. In the war in Avalon, Istwan got the nickname "Avalon's slaughterer". We won the war partly because of Istwan's cruelty toward his own soldiers, who were about to flee. Afterwards Istwan's wife asked: "What kind of a monster did I marry?"
And in the duels and psychic combats with Salvador, my clear statement was: "This is how much I hate you, cousin."
Our GM and the other players understood these three moral statements very well, they were behaving like a good audience. The GM really expects just this kind of input from me.
Of course there's always tactics and clever swordplay, etc., but even there I get to express my emotional state (and statement) with the tone of my voice and body language.
The Powers could work in the same way, and I'm trying hard to use them like this, making statements about my character. But our GM handles Powers in a quite simulationist manner, and perhaps for this reason I've been playing warrior types more. In combat I've got more Narrativist freedom. Hmm, I wouldn't have realized this point without reading your post about Rifts, Callan!
Robert played the combats in a more gamist fashion, and we all liked to watch him in action. Sometimes our roles swapped: I had my gamist moments of glory, and Robert made important moral statements about his character. Oh, that Salvador is such a nasty guy! As long as the GM was able to adapt to different playing styles, Amber suited both of us well. But sometimes (in the old campaign) there were CA clashes, and one of us got bored. But I often admired what Robert did with Salvador, and Robert did applaud to my performance, too. With these two characters, Istwan and Salvador, our CAs came closer than ever. I hope that this trend continues in this new campaign.
Hmm, I got wordy again, I hope I don't bore you!
EDIT: In all those three example conflicts, my moral statements ended up being perhaps more important story-wise than the GM's declaration of the winner! The moral statements became in each case an important story element that affected many NPCs and PCs. Afterwards the GM always remembered to hit me with a Bang or two that had something to do with my moral statement during the fight.
Forge Reference Links:
Topic 15105
On 5/4/2005 at 4:25pm, Mikko Lehtinen wrote:
RE: Having Fun with Narrativistic Amber (long)
Hey,
we didn't actually play tonight after all. But I just had a very good conversation with the GM. I told him what I've been writing here in Forge, about the responses, and about my revelations.
First we had a short chat about our Amber premise. He asked what I thought the premise was, and I told him this:
WHAT DOES THE FAMILY MEAN TO YOU?
1. Family vs. Morality. Is it okay to care about a family that is thoroughly rotten? Would betrayal be a better idea, for morality's sake?
2. Purity of the young generation? Are we going to be same kind of assholes as our parents? How will we deal with our own spouses and children - are we going to make the same mistakes as our parents? Have we inherited the sins of our parents?
3. Which side is stronger: Familiar love or hate, ambition, and playing the Machiavellian game?
4. Are family affairs more important than the lives of the Shadow people?
It was a magical moment. He just watched me for a while, and said: "Yep. That's it." No need to negotiate anything. :-)
We agreed that the war between Law and Chaos was really just Color. What really mattered was the Family. Law and the Pattern were important only because they were ancient family traditions.
Then I told him that this Amber campaign, and the earlier one, had actually been Narrativist from the very beginning. That means 22 sessions or something like that. I told him numerous examples how we had been addressing the premise (as presented above) all along. Not just me, but all of us, all the time; even Robert the Gamist. This had been a textbook example of Narrativist campaign, and we had not noticed it!
The GM said: "Hey, maybe I'm actually quite Narrativist myself."
We've had no language to talk like this before. Yeah, we've been discussing CAs in theory, but not in the context of actual play, not quite like this. (Thanks, Ron, for noticing my dodge.)
The lack of a shared language is actually quite literal. We had to speak a lot of English, because I didn't know how to translate some of the key Forge concepts in Finnish. Eero, are you reading this? I believe you are the professional here. Could you tell us how to translate these vital concepts: a) Addressing Premise, and b) Creative Agenda. I really have no clue. ;-)
We talked about the problems we've had in the past, and how to avoid hazards in the future. I firmly believe that this shared understanding of our CA will guide our way from now on, making things easier.
We talked about the one solution we already have: the coins. We discussed my use of coins in the famous "Random incident". He said that he would never have reacted so strongly if I hadn't used the coin, and that he was really happy about the way things turned out, about the big fight against Random and all. He agreed that the conflict addressed our Premise very directly.
The GM has always hoped that the players would take initiative, just like I did. He wants the players to shake the game world, and has been wondering why they don't do it. I'd say that in our Amber campaign he has been a Narrativist GM with strong Simulationist habits, or something like that. Bad habits die hard, and these habits are at least 15 years old. He's very happy about the coins, because they will force him to do things differently.
Hey, two coins/session means I can shake the world at least twice in a session. I'm happy.
Miskatonic wrote: This experiment may likely be useful in bringing to light deficiencies in the social contract. Once this has happened, though, I suspect a more complete re-evaluation of system will be in order, lest the gimmick itself becomes an enabler of dysfunctional habits.
Larry, you were right about the light. I think we have now abandoned our old social contract, and are quite prepared to sign a new one.
Now that we've had this important discussion, I'm ready to claim that there's nothing dysfunctional about the coin mechanic. At least not anymore. It's a tool that works.
On 5/4/2005 at 6:56pm, Eero Tuovinen wrote:
RE: Having Fun with Narrativistic Amber (long)
Mikko Lehtinen wrote:
The lack of a shared language is actually quite literal. We had to speak a lot of English, because I didn't know how to translate some of the key Forge concepts in Finnish. Eero, are you reading this? I believe you are the professional here. Could you tell us how to translate these vital concepts: a) Addressing Premise, and b) Creative Agenda. I really have no clue. ;-)
Yeah, I'm reading. Interesting stuff. I've been thinking about doing a translation guide for rpg theory, with both Finnish and Forgean terminology in both languages. It's just not been very relevant, as it's been much more prudent to talk about these matters without special terminology. Perhaps some day...
The rest of this post is unabashedly out of topic.
A couple of weeks back I did a little lecture on narrativism in Conklaavi. There I called Premise "Premissi" or "aihe" (issue). 'Premissi' is good, because it associates strongly with the idea that it's a technical theory term - Finnish theory terms are generally brought from English or classical languages. 'Aihe' is good, because it's a natural word and readily understandable. Might get mixed up with theme, though.
But "addressing premise"... I'd actually dodge this one in most cases and go with "creating theme", "teeman luominen". It feels more natural for most, and means the same thing. Easier to understand, too. Closer to root is "käsitellä premissiä" (handling/addressing premise), which I used in the lecture. Pretty good, actually.
Creative Agenda is easy, it's simply "luova agenda" or "taiteellinen agenda" (artistic agenda), if you want to keep it explicit.
Well, now that I'm here, I think I'll go through the provisional glossary and translate everything, or at least the frequently used stuff. Somebody might need these at some point...
Big Model terminology
Big Model
"Edwardsin malli" (Edwards' model) is the simplest. Really. You could use "iso malli" (big model), but what's the point? It'd just confuse people about what theory we're talking about, and it's pretty haughty to boot.
Coherence
"Koherenssi", simple.
Creative Agenda
"Luova agenda", as I said
Ephemera
"Yksityiskohdat" (details) works fine in Finnish, and is natural. "Häiveet" is more literal, and more difficult to mix up with anything.
Exploration
"Jaetun mielikuvitustodellisuuden käsittely" (exploring shared imagined space), or "käsittely" for short. Literal translation would be even more deceptive than the English term.
Lumpley Principle
"Lumpleyn periaate"
Social contract
"Sosiaalinen sopimus"
Techniques
"Tekniikat" is simple, but clumsy. Better is "menetelmät", which cannot be improved upon.
Others
Abashed
"Hämmentynyt", literal works fine.
Actor Stance
'Stance' first: "asenne" is bad, because it's also used for alignment and attitude. "Tapa" (manner) is my call, so it'd be "Näyttelijän tapa" (Actor's manner).
Addressing Premise
"Premissin käsittely" or "teeman luominen" (creating theme)
Author Stance
"Kirjailijan tapa"
Authority
"Auktoriteetti"
Bang
"Pamaus" is what I use.
Beeg Horseshoe Theory
Do you really need to translate this?
Blood Opera
"Veriooppera"
Calvinball
"Lassipallo", as it's called in Finnish language Calvin & Hobbes.
Color
"Väri" works, although clumsily. Anything else is problematic.
Conflict resolution
'Conflict' first: "Konflikti" or "Haaste", for better Finnish. So it's "Haasteen ratkaiseminen"
Congruence
"Kongruenssi" from math.
Credibility
"Uskottavuus"
Crunch
'Number crunching' is "numeronmurskaus", so I guess it's "murskaus".
Currency
"Valuutta"
DFK
"Draama", "onni", "karma", no chance of mistakes.
Director Stance
"Ohjaajan tapa"
Drift
"Ajelehtia", although it's irreflexive in Finnish... I guess active drifting is sailing, "Purjehtia" ;)
Fantasy Heartbreaker
"D&D-klooni" (D&D clone)
Force
"Voima"
Fortune-at-the-End
"Sattuma lopussa"
Fortune-in-the-Middle
"Sattuma keskellä"
Gamble
"Riskipeli"
IIEE
"Aie, aloitus, suoritus ja saavutus - AASS"
Immersion
"Immersio" or "eläytyminen", although some folks think that the latter is some hypercondenced form of the former.
Impossible Thing Before Breakfast
Not translatable. I guess it's "valtaparadoksi" (authority paradox), unless somebody wants to dig up a similar Finnish proverb.
Kicker
"Alkupotku"
Layering
"Kerrostuneisuus"
Line
"Raja"
Narration
"Kerronta"
No Myth
I translated this with great difficulty last year... can't remember right now.
Pawn Stance
"Pelimiehen tapa", of course ;)
Points of Contact
"Kosketuskohdat"
Railroading
is of course "junaileminen", as we already knew.
Relationship map
"Suhdekartta" or "suhdeverkko"
Scene Framing
"Kohtausten rajaaminen"
Shared Imagined Space
"Jaettu mielikuvitusmaailma"
Veil
"Verho"
Now we'll just have to get Finnish hobbyists talking Forgese ;)
On 5/4/2005 at 7:27pm, Ron Edwards wrote:
RE: Having Fun with Narrativistic Amber (long)
Cool!
("Big Model" is haughty? I only called it that because it's "bigger" than GNS by itself. Oh well.)
Thanks guys.
Mikko, you might be interested in my discussion of how Gamist and Narrativist play do and do not interact, in the two essays.
Best,
Ron
On 5/4/2005 at 9:31pm, Mikko Lehtinen wrote:
RE: Having Fun with Narrativistic Amber (long)
Thanks a lot, Eero!
That list is very useful to me. I'm going to teach at least five words of everyday Forgese to my group.