The Forge Reference Project

 

Topic: SIS Control Problem: A Concrete Example
Started by: jburneko
Started on: 4/21/2005
Board: Muse of Fire Games


On 4/21/2005 at 10:55pm, jburneko wrote:
SIS Control Problem: A Concrete Example

I've been thinking about all the arguing about whether or not there's any causal substance in the SIS in Capes. I've seen the arguments on both sides. Here's a concrete example that I think illustrates the problem.

Let's say that there are three characters in the scene: Dr. Otto, Starflare and Valence.

Dr. Otto has Goal: Steal the Ray Gun From Starflare. And Valence has the Goal: Impress Starflare.

So the game is being played and people are staking debt and what not. At the end of the page the "Steal the Ray Gun" Goal resolves first in Dr. Otto's favor. Dr. Otto's player narrates clutching the ray gun and laughing in victory.

So Valence's Goal: Impress Starflare is still on the table in some state. Now, come's Valence's turn so he rolls up his side of the conflict using the ability: Bold or Cocky something like that. He gets a five and let's say that makes it 5 on 3 so the conflict is going his way.

He then narrates: "Valence strides up to Dr. Otto, plucks the ray gun from his hands and presents it Starflare with a bow and a smile."

Do you see what happened? Valence's player just totally underminded Dr. Otto's achievement. Worse, it was done as narrative color on a die roll. It wasn't even the result of a conflict being resolved. It could have been even worse if it was done during the free narration period at the top of the page. This doesn't violate the, "Not Yet" rule because the Steal the Ray Gun conflict is already resolved and off the table.

I CAN see why this would be frustrating as all hell. Now I have a proposed solution that I believe is already supported by the rules but I'd like to see if everyone is on the same page and agrees that this situation is exactly what the arguing has been about.

Message 15199#161998

Previous & subsequent topics...
...started by jburneko
...in which jburneko participated
...in Muse of Fire Games
...including keyword:

 (leave blank for none)
...from around 4/21/2005




On 4/22/2005 at 1:48am, TonyLB wrote:
RE: SIS Control Problem: A Concrete Example

I agree that this looks like what people have been arguing about. But I don't see the same thing you see (though I think I see why you see it, if that makes sense).

Taking the ray gun back from Dr. Otto does not undermine the achievement he listed in the Goal. He still stole it from Starflare. That happened. Nobody has made it unhappen. If this is an ego-contest between the two of them (for example) then that might be all that matters, and the eventual disposition of the Ray-gun is wholly irrelevant.

Now, to show (hopefully) that I understand what is being argued here (and that I'm not just saying "Nah, nah, nah, not listening to you, it doesn't undermine anything, nah, nah, nah!") let me offer that a person could quite reasonably feel that the meaning of Dr. Otto's achievement has been undermined. But I have to point out that you can only say that in one particular mode of creating meaning: Meaning at the Beginning.

Suppose you feel that, as soon as Dr. Otto's achievement occurred, there was group judgment on the ways that it could effect the authority of later actions. It would be reasonable to judge that this achievement lends its authority to the notion that Dr. Otto has the ray gun. The player may even go so far as to declare (before anything else happens) that he won the goal in order to possess the ray-gun.

If that's what it's meaning (the judgment of players about how they should attribute authority to each other because of this element of SIS) is then yeah, Valence is playing silly buggers with that. He is cavalierly ignoring the authority that he agreed (perhaps tacitly) to offer Otto's player over the disposition of the ray gun. He's not even offering any countering authority (like "Yeah, but I'm so much stronger than Otto that I can take it right back", to bring Superstrength in as a source of authority). He's just denying that any authority over the disposition of the ray-gun exists. The fact that Otto stole it means nothing in reference to the question of whether he can hold onto it.

Is that the reasoning? I think I've understood why people twitch on this particular issue, but I could always stand to be corrected again.

Forge Reference Links:
Topic 15173

Message 15199#162006

Previous & subsequent topics...
...started by TonyLB
...in which TonyLB participated
...in Muse of Fire Games
...including keyword:

 (leave blank for none)
...from around 4/22/2005




On 4/22/2005 at 2:24am, Valamir wrote:
RE: SIS Control Problem: A Concrete Example

Pretty much. And it can get much worse even without getting extreme.

If Dr Otto's goal was "Lock Starfire's ray gun deep in the vault of my impenetrable fortress" and then Valance just narrates going in and taking it that would be pretty hard to explain even by resorting to Meaning at the Beginning.

I mean one would think that creating a Conflict where the goal is "Penetrate Dr. Otto's Fortress and retreive the ray gun" would be a great Conflict to play out. But why bother when Valence's player can simply narrate taking it.

It seems fairly unreasonable to me that after winning a conflict and locking the ray gun in my vault that the only way I have a chance to keep it at all is to continually waste an action to introduce the "steal the ray gun goal" on myself...and then waste more actions to ensure the opposition (me) keeps winning it.

That was the root reason behind my starting a Conflict as a Reaction to someone else's narration suggestion, so that at least you have a defense against this sort of thing.

Message 15199#162009

Previous & subsequent topics...
...started by Valamir
...in which Valamir participated
...in Muse of Fire Games
...including keyword:

 (leave blank for none)
...from around 4/22/2005




On 4/22/2005 at 2:47am, TonyLB wrote:
RE: SIS Control Problem: A Concrete Example

Valamir wrote: I mean one would think that creating a Conflict where the goal is "Penetrate Dr. Otto's Fortress and retreive the ray gun" would be a great Conflict to play out. But why bother when Valence's player can simply narrate taking it.

Is this a trick question?

... because the only way that free narration can have even an indirect effect on you getting the rewards of the game system is by establishing great conflicts to play out. Narrating something which neutralizes or bypasses an interesting conflict is counter to every reward mechanism in the game.

The game is not about "How can I get what I want without getting into a Conflict?" It is about "How can I get into a Conflict about what different players want?"

Message 15199#162010

Previous & subsequent topics...
...started by TonyLB
...in which TonyLB participated
...in Muse of Fire Games
...including keyword:

 (leave blank for none)
...from around 4/22/2005




On 4/22/2005 at 3:19am, C. Edwards wrote:
RE: SIS Control Problem: A Concrete Example

Hey Tony,

My first instinct is to wonder why I would be particularly concerned about the reward currencies when I can achieve my goals through free narration.

-Chris

Message 15199#162014

Previous & subsequent topics...
...started by C. Edwards
...in which C. Edwards participated
...in Muse of Fire Games
...including keyword:

 (leave blank for none)
...from around 4/22/2005




On 4/22/2005 at 3:28am, TonyLB wrote:
RE: SIS Control Problem: A Concrete Example

Well, what are those goals? Specifically, what are the goals of you, the player. The character's goals are just your tools, of course, for pursuing your player goals.

Message 15199#162016

Previous & subsequent topics...
...started by TonyLB
...in which TonyLB participated
...in Muse of Fire Games
...including keyword:

 (leave blank for none)
...from around 4/22/2005




On 4/22/2005 at 8:20am, Jinx wrote:
RE: SIS Control Problem: A Concrete Example

What player goals does Capes support?

No, seriously, I'm not saying it doesn't, I'm saying it's not obvious to me and I'd like to know. I'm confused along with these other people, but some of these Actual Play threads have made me drool, so I'd like to know how I should be approaching a Capes game to enjoy the system.

Message 15199#162029

Previous & subsequent topics...
...started by Jinx
...in which Jinx participated
...in Muse of Fire Games
...including keyword:

 (leave blank for none)
...from around 4/22/2005




On 4/22/2005 at 1:27pm, TonyLB wrote:
RE: SIS Control Problem: A Concrete Example

That's a cool question, Jinx. Thanks!


What you can do

Okay, you know the stuff we get excited about in the thread GM-Task: Test to Extremity? That can be a goal as well as a technique. Providing better adversity will push you to understand your friends better. Having other people provide better adversity will push you to understand yourself better. Plus it's fun, on an aesthetic level. So there's that.

And then there's the goal of being part of something beautiful and dramatic (though I hesitate to use the word "story," because RPGs are something other than literature). Virtually every cool thing you ever see happen in Capes will be partly your creation. You will have laid the ground-work, or made a critical observation, or figured out the perfect adversity to make a character shine. But, despite the fact that you helped make it, it will be something that you, alone, would never have thought of... because of the constant, aggressive, productive interference of other players. Even people who push for an option and lose are informing the game, because they have forced folks to admit and carefully consider the other option, and why they want it in the face of opposition.

Finally there's raw ego-gratification, which I consider one of the most worthy goals when handled properly. The very nature of the Capes system implies that you cannot play the game without explicitly praising the efforts of others. You've got this Debt and you have to spend it, and in spending it you basically say "Wow, this thing you've done here is cool, I'm going to run with this!" There is no way to force people to like something they don't, but the system gives you a huge boxful of tools to figure out how to create something that another player will get really excited about, and when they get excited about it you know. And man, that's a kick.

What you can't do

If your player goal is to single-handedly create something beautiful to show to the other players, but never to let them touch it or interfere with your artistic vision (the Jimi Hendrix Guitar) then this game is not for you. Go be a GM in any of a number of other systems. It will suit you better.

If your player goal is to establish yourself as a gatekeeper for the SIS, so that you have the power to reject inputs that surprise you, make you uncomfortable, or promote a creative vision other than your own, then this game is not for you. Again, go be a GM.

If your player goal is to always be in agreement with the other players, so that the only things that happen are the things that are agreed upon by full group consensus then this game is not for you. Go play freeform.

If your player goal is to have your artistic contributions to the game treated with exactly the same level of interest and praise as everyone elses, even if you stink and other people rock (or vice versa) then this game is not for you.


I hope this helps!

Forge Reference Links:
Topic 14351
Topic 15140

Message 15199#162044

Previous & subsequent topics...
...started by TonyLB
...in which TonyLB participated
...in Muse of Fire Games
...including keyword:

 (leave blank for none)
...from around 4/22/2005




On 4/22/2005 at 2:05pm, Valamir wrote:
RE: SIS Control Problem: A Concrete Example

TonyLB wrote:
Valamir wrote: I mean one would think that creating a Conflict where the goal is "Penetrate Dr. Otto's Fortress and retreive the ray gun" would be a great Conflict to play out. But why bother when Valence's player can simply narrate taking it.

Is this a trick question?

... because the only way that free narration can have even an indirect effect on you getting the rewards of the game system is by establishing great conflicts to play out. Narrating something which neutralizes or bypasses an interesting conflict is counter to every reward mechanism in the game.

The game is not about "How can I get what I want without getting into a Conflict?" It is about "How can I get into a Conflict about what different players want?"



Its not a trick question at all. But I am beginning to wonder if we're even on the same planet at this point.

To continue with the hypothetical. Lets say I'm playing Valance. What I want as a player is to have Valance get that ray gun from Dr Otto so I can impress Starflare. That's my goal. I want that ray gun. I want that ray gun so I can impress Starfire. That's what I the player wants.

BUT I already have a goal "Impress Starflare" that I really want to win (maybe I've staked debt on it too). So I have a limited number of resources to use to win that Conflict. I can't afford to enter into a "Get Ray Gun from Fortress" Conflict as well. I don't have the resources to accomplish both.

Ahhh....so Capes is a game about making hard choices like that right? Deciding what's really important to you because you can't do everything...Well...I think that's what its supposed to be and that would be just groovy but unfortuneatly there appears to be a big hole in the rules that makes this not the case.

Because see I don't NEED to start a Conflict "Get Ray Gun from Fortress". All's I have to do is be in control of the Impress Starflare Conflict and use my ability to narrate to simply automatically take the Ray Gun from Dr. Otto and narrate how I kill all of his guards, burn down his secret headquarters, and steal the picture of his mother in the process.

I can get absolutely everything I want as a player without ever haveing to spend any resources or engage in any conflict. I just say it...and it is so.


If Dr Otto's player has a vested interest in keeping the Ray Gun he can do NOTHING about it. He's screwed. He doesn't get to do that....unless he reads my mind...realizes that that's what I'm going to do...and wastes an action setting up the "Steal the raygun Conflict" for me. Because the only time I'm not allowed to do anything I want is when its an active Conflict.

So I who want the ray gun have a vested interest in NOT starting a Conflict about the ray gun because that just makes it harder for myself.

Is this wrong? Am I missing a step? Is there more to it? Is there something I don't know? Because this is what we've been talking about for about 100 posts now and to date you haven't demonstrated any mechanics where by I can't do what I just described. I'm not being a dysfunctional dick head player here. I'm not being the Jerk that no rules can protect against. I'm using the system exactly as I understand it works (please tell me if my understanding is off...I suggested you write up a big example precisely so I could see if there was some element in there I'm not yet aware of).

But in using the rules as I understand them to be, I completely emasculatated Dr. Otto in a manner I doubt his player found very enjoyable.

And please don't trivialize this point by pretending that the only problem here is Dr. Otto's player trying to establish himself as a gatekeeper for the SIS, and trying to reject inputs that surprise him or isn't his own creative vision. Dr. Otto's player played by the rules and fought hard to accomplish a task using those rules. A task that was then completely undone by another player who didn't have to work at it at all.

As I've said before I'm REALLY excited by Capes...but I'm having trouble envisioning how having everybody able to run roughshod over every body else would be the least bit fun. So far the only thing I've seen in examples where this doesn't happen is that it doesn't happen because everybody coincidentally happened to like the ultimate output and thus didn't mind being run roughshod over. But certainly that's not always going to be the case.

It seems to me that you think that just because, as Valance, I don't get any game mechanical reward from doing it that there is no motivation for me to do it. That the only way to get a game mechanical reward is to engage in Conflict therefor I'd be motivated to launch a conflict.

But to that I say Phooey. I'm a big believer in game mechanical rewards, but much of the time simply having the ability to alter the SIS with my own narrative is reward enough. That is after all the single most common type of reward that is the foundation of all roleplaying since the hobby started. Saying "I swing my sword at the orc" and having everyone agree that that's what I did is as much a reward as the XPs I get for killing it.

So if my reward is being able to narrate that I have the ray gun and give it to Starflare than the patch of least resistance for claiming that reward (a very gamist motivation) is to simply narrate it for free and circumvent the game mechanics altogether...if the reward is in the narration, then the lack of story tokens earned is hardly a demotivator.

So please. Explain to me in some detail what prevents Valances player from simply taking the ray gun whenever he wants and what Dr. Otto's player is supposed to do per the rules if he really wants to keep that ray gun.


And I'm also very interested to hear Jesse's proprosal on the idea as well.

Message 15199#162048

Previous & subsequent topics...
...started by Valamir
...in which Valamir participated
...in Muse of Fire Games
...including keyword:

 (leave blank for none)
...from around 4/22/2005




On 4/22/2005 at 2:39pm, TonyLB wrote:
RE: SIS Control Problem: A Concrete Example

Valamir wrote: I'm a big believer in game mechanical rewards, but much of the time simply having the ability to alter the SIS with my own narrative is reward enough.

And you think Capes doesn't offer enough of this? Good lord. We really are on different planets here.

If all it takes to make Doc Otto happy is that he steals the ray-gun then he's really easy to please. He doesn't need a conflict or anything. He just narrates "I steal the ray gun!" Then he can sit there the rest of the session saying "Heehee! I stole the ray-gun! Yay!"

I've done that myself. Zak took out twenty guards with a single thrown coconut, by calculating the angles and trajectories so well that it bounced between them like a pinball machine. It was SO coooooool!

Similarly, if all it takes to make Valance happy is the ray-gun then he should take the ray-gun and be happy. Yay! Happy!

Now... wait... why is Doc Otto frowning? I thought he was going to be happy, because all he wanted was to steal the ray-gun (which he did). Oh, wait, he wanted more than that? He wanted the theft of the ray-gun to have meaning, eh? Well now that's a more complicated proposition, isn't it?

Valamir wrote: Is this wrong? Am I missing a step? Is there more to it? Is there something I don't know? Because this is what we've been talking about for about 100 posts now and to date you haven't demonstrated any mechanics where by I can't do what I just described.

You're not wrong. You're not missing a step. I haven't demonstrated any mechanics whereby you can't do that, because there aren't any. And I've pretty much been saying that since the first post.

I am perplexed by the fact that you apparently cannot hear it.
Valamir wrote: I'm having trouble envisioning how having everybody able to run roughshod over every body else would be the least bit fun. So far the only thing I've seen in examples where this doesn't happen is that it doesn't happen because everybody coincidentally happened to like the ultimate output and thus didn't mind being run roughshod over. But certainly that's not always going to be the case.

Ah, this is my cue to get a sly look and ask very slowly... "Are you sure? Or are you just assuming that it can't always be the case?"

Forge Reference Links:
Topic 15173

Message 15199#162054

Previous & subsequent topics...
...started by TonyLB
...in which TonyLB participated
...in Muse of Fire Games
...including keyword:

 (leave blank for none)
...from around 4/22/2005




On 4/22/2005 at 3:40pm, Valamir wrote:
RE: SIS Control Problem: A Concrete Example

TonyLB wrote:
Valamir wrote: I'm a big believer in game mechanical rewards, but much of the time simply having the ability to alter the SIS with my own narrative is reward enough.

And you think Capes doesn't offer enough of this? Good lord. We really are on different planets here.


That's taken out of context Tony. The point I was making is that there is absolutely no motivation for Valance's player (me) to start a Conflict over the ray gun. You've made the point previously that the reason I'd want to start a Conflict over the ray gun is to get the game mechanic's reward (debt reduction, story tokens, inspiration, whatever). My point was that the ability to narrate what I want is motivation enough...there for there is still no reason for me to WANT to start a Conflict (I'll start a new thread to discuss that one).



If all it takes to make Doc Otto happy is that he steals the ray-gun then he's really easy to please. He doesn't need a conflict or anything. He just narrates "I steal the ray gun!" Then he can sit there the rest of the session saying "Heehee! I stole the ray-gun! Yay!"

Now... wait... why is Doc Otto frowning? I thought he was going to be happy, because all he wanted was to steal the ray-gun (which he did). Oh, wait, he wanted more than that? He wanted the theft of the ray-gun to have meaning, eh? Well now that's a more complicated proposition, isn't it?



You don't see that as the normal state of affairs? You don't see that 9 times in 10 when a player creates a goal and wins that they're going to EXPECT it to have lasting impact (or "meaning" if you like). I mean if Doc Otto's goal was to lock the ray gun deep in his fortress you don't think the player expects that anyone who wants to get it back should actually have to work for it?

As players we're really supposed to be satisified with transient goals that have no future impact...all the time?



Ah, this is my cue to get a sly look and ask very slowly... "Are you sure? Or are you just assuming that it can't always be the case?"


While I appreciate your sly look I can say for 10000000% certainty that yes it is absolutely fact that it will not always be the case.


I can say this with certainty because if I was playing Doc Otto and I just won a goal where I'd locked the ray gun deep in my impenetrable fortress, and you were playing Valance and just off handed narrated stealing it without needing to work at it at all....I'd be friggin pissed off. And it wouldn't be because my ego demands being gate keeper on the SIS and it wouldn't be because I don't like being surprised by others creativity. It would be because you basically pissed all over me and my character by turning something I felt was important into something trivial and transitory. And you didn't do that because you're a dickhead...you did it because because that's exactly what the game system told you you should do.


If I had just bought this game and hadn't had the benefit of your generous and seemingly inexhaustible patience to try and explain to me how this was actually an intended feature of the game...I would be completely stunned by a game system that would actually tell other players to not care a whit about what anyone else wants and just do whatever because they can't stop you. I would probably view the game as being broken and require some house rules to provide some manner of permanence and protection to events.


Fortuneately, now armed with with a clearer idea of what your actual intention for the game was I can see how the rules aren't broken but actually deliver the sort of play you wanted. I still can't fathom why you would want that sort of play...but that's pure personal preference and clearly not a design flaw.

Even so I can't envision myself enjoying this game with some house rules to provide that permanence and protection. I've experienced play like that in Uni and don't enjoy it in the least.

Forge Reference Links:
Topic 15173

Message 15199#162076

Previous & subsequent topics...
...started by Valamir
...in which Valamir participated
...in Muse of Fire Games
...including keyword:

 (leave blank for none)
...from around 4/22/2005




On 4/22/2005 at 3:49pm, TonyLB wrote:
RE: SIS Control Problem: A Concrete Example

Ralph, let me give you a hypothetical: Imagine that you were pitching Universalis to somebody. "You can create terrific stories without a GM!", or whatever your pitch is.

They respond "Well, I've played with friends in D&D when the DM didn't show up, and it always ended up with us just sitting around, maybe fighting with each other, but that's it. So I've experienced play like that in D&D, and don't enjoy it in the least. But maybe you could make a house rule in Universalis to add a GM! Then maybe it would be cool."


Do you know some really clever thing that you can say that disabuses this person of the lunatic notion that D&D without a DM provides the same GM-less experience as Universalis? Because if you've got some cunning way to phrase that, I'd really like to know what it is, so I can repeat it back to you.

Message 15199#162081

Previous & subsequent topics...
...started by TonyLB
...in which TonyLB participated
...in Muse of Fire Games
...including keyword:

 (leave blank for none)
...from around 4/22/2005




On 4/22/2005 at 3:53pm, xenopulse wrote:
RE: SIS Control Problem: A Concrete Example

Let me see if I understand the point here, sometimes formulating it in a different way makes it clearer.

Capes has a currency system. It's cyclical, like D&D's experience system, in that getting more currency makes you more efficient at getting even more currency. In D&D, this means that killing and looting enables you to kill and loot better (kill bigger monsters, gain larger treasures).

Now, Capes also has narration powers that are separate from that system. One can simply change events in the SIS by stating that they are so, instead of using the conflict system. That way, you bypass the currency--and you don't need any more currency, because narration is already all powerful.

So the analogy would be a rule in D&D that says, "Instead of using the combat system, you can just declare that your character kills any creature she encounters. However, there won't be any XP or loot."

Now the D&D player can go wild and use that rule, shaping the SIS as she sees fit. But there's something wildly unsatisfactory about that; you're not overcoming the challenges. You're not Stepping On Up. You're missing out on the fun of the game.

I am not going to guess at what Tony's trying to say, I know that's a bad idea :) But in my own perception, narrated facts in Capes have little value: you changed the SIS, but you didn't Step On Up to do it. You wimped out.

My impression, therefore, is that Capes seems to work wonderfully for Gamist-oriented players. They pick their battles, make conflicts that other people care about and join in, and then beat them (or not). Why would a Gamist-oriented player care if someone narrates the humiliation of Dr. Otto? It's not been fought over. It's not someone's victory. There are no bragging rights associated with it.

Now, if you just care about the SIS events no matter how they were created, you might have an issue with that. Your idea of what would make a good story might get violated. But then, we all know that a game does not support all CAs equally well, and I'd suggest that Capes is just not made to accomodate that. It does what it does with a specific player attitude in mind, and it seems to do it very well.

Maybe that's where different planets come in? :)

Message 15199#162082

Previous & subsequent topics...
...started by xenopulse
...in which xenopulse participated
...in Muse of Fire Games
...including keyword:

 (leave blank for none)
...from around 4/22/2005




On 4/22/2005 at 4:37pm, Valamir wrote:
RE: SIS Control Problem: A Concrete Example

TonyLB wrote: Ralph, let me give you a hypothetical: Imagine that you were pitching Universalis to somebody. "You can create terrific stories without a GM!", or whatever your pitch is.

They respond "Well, I've played with friends in D&D when the DM didn't show up, and it always ended up with us just sitting around, maybe fighting with each other, but that's it. So I've experienced play like that in D&D, and don't enjoy it in the least. But maybe you could make a house rule in Universalis to add a GM! Then maybe it would be cool."


Do you know some really clever thing that you can say that disabuses this person of the lunatic notion that D&D without a DM provides the same GM-less experience as Universalis? Because if you've got some cunning way to phrase that, I'd really like to know what it is, so I can repeat it back to you.


Nope...because on the Uni web site you'll actually FIND a house rule to add a GM to Uni. That was the whole point to the Gimmicks. "Think it would be better with a GM...there you go...run with it and find out".

Are you actually suggesting that my experience with Uni isn't relevant to Capes?

Message 15199#162096

Previous & subsequent topics...
...started by Valamir
...in which Valamir participated
...in Muse of Fire Games
...including keyword:

 (leave blank for none)
...from around 4/22/2005




On 4/22/2005 at 4:48pm, TonyLB wrote:
RE: SIS Control Problem: A Concrete Example

I'm not suggesting it. I'm saying it flat out.

Capes evokes different patterns of play than Universalis. We just got done getting onto the same page about that, didn't we? So how could you extrapolate from one to the other? Of course there are things that will work in Capes that won't work in Universalis, just as there are things that will work in Universalis that won't work in Capes. They're different tools for different tasks.

Message 15199#162098

Previous & subsequent topics...
...started by TonyLB
...in which TonyLB participated
...in Muse of Fire Games
...including keyword:

 (leave blank for none)
...from around 4/22/2005




On 4/22/2005 at 5:11pm, jburneko wrote:
RE: SIS Control Problem: A Concrete Example

Okay, after reading this thread I think my suspicion has been confirmed. My proposal is that the example that I've provided and Ralph extended is actually against the rules as they are already written. The problem here, is that Tony and those he plays with have so internalized the rule that he doesn't realize it's a rule. And the "being on different planets" feeling is coming from the fact that he keeps shifting the example from the one Ralph and I are talking about to a sub-example where the rule ISN'T being broken which is coming off as trivializing.

Here's the rule, which is written ALL over the Capes text: "You can DO anything you can not ACHIEVE anything."

This rule is the EXACT SAME rule as Sorcerer's rule: All conflicts are resolved by the system and all conflicts, once decided, are over.

The problem inherent in all conflict resolution systems is that the exact same narrative description can be either the conflict istelf OR color while addressing another conflict. So when "Valence takes the ray gun from Dr. Otto and gives it to Starflare", that COULD be a conflict between Valence and Dr. Otto and thus REQUIRE the system to be used OR it could just be comic color on top of the conflict between Valence and Starflare and thus not require the system to be used.

What I'm proposing is that Dr. Otto's player has established that having the Ray Gun is infact an actual Conflict and that Valence's player CAN"T just take it during a narration because that would violate the "you can't ACHIEVE anything" clause in the rules. I'm also proposing that if you have internalized this rule as I suspect that Tony and his group has that a) it will never be an issue and thus never be discussed as a point of the rules and b) anytime this rule IS broken it will appear to be a malicious violation of the social contract and thus the player is just trying to be a dick and not really engaged in the game at all.

So the disconnect I'm seeing is that we propose a situation where a player by passes a genuine conflict using narration and ask why is this legal? And Tony looks at the example with his deeply internalized rule and can't fathom why anyone would by pass the system if it is a genuine conflict without being a total dickweed and since we're insisting that the palyer isn't being a dickweed then we MUST be talking about color on something else that IS a genuine conflict and yeah, sure that's legal.

Sorry for crawling around so much in every one elses head but I think that's what's going on here.

Jesse

Message 15199#162104

Previous & subsequent topics...
...started by jburneko
...in which jburneko participated
...in Muse of Fire Games
...including keyword:

 (leave blank for none)
...from around 4/22/2005




On 4/22/2005 at 5:36pm, Valamir wrote:
RE: SIS Control Problem: A Concrete Example

Sorry Tony, I don't buy that for one split mili-second. Human nature doesn't change simply because you're playing Capes. The pertinant points are a) no GM to smooth things over by fiat, b) players have the ability to narrate stuff, c) somebody may at some point narrate something someone else really doesn't like at all. In those aspects Capes and Uni are identical. So no...there is no deeply different pattern of play going on that's going to change that. Players are not suddenly going to magically realize that all of the stuff they thought they didn't like about someone elses narration they're really in love with after all and its all good.

You seem to be suggesting that if only we get over our fear of someone elses narration we'll some how realize that what we initially thought was garbage has miraculously turned into gold. Ok...sometimes that can happen, yup. And sometimes, at the end of the day, its still garbage. When I play, I want the ability to decide for myself what I think has the potential to be gold and what I think is a waste of my time.


Jesse...I think you very well may be on to something there. At least your reasoning seems eminently in line with everything.

If accurate that does raise the question of who gets to judge what's just color and what's achievement. In Sorcerer it works because there's a GM to say "hey that's a conflict...roll the dice". In Capes, my suggestion of a reaction conflict seems to play that roll, allowing the players to pass that judgement case by case as they see fit.

Message 15199#162105

Previous & subsequent topics...
...started by Valamir
...in which Valamir participated
...in Muse of Fire Games
...including keyword:

 (leave blank for none)
...from around 4/22/2005




On 4/22/2005 at 8:23pm, jburneko wrote:
RE: SIS Control Problem: A Concrete Example

Valamir wrote: If accurate that does raise the question of who gets to judge what's just color and what's achievement.


And this is why I suspect that Tony has internalized the rule. Because people with Tony's game play priorities (Ron included) find it "obvious." Which is why Tony continues to assert that this is a non-issue.

Jesse

Message 15199#162131

Previous & subsequent topics...
...started by jburneko
...in which jburneko participated
...in Muse of Fire Games
...including keyword:

 (leave blank for none)
...from around 4/22/2005




On 4/22/2005 at 9:21pm, Miskatonic wrote:
RE: SIS Control Problem: A Concrete Example

Here's the rule, which is written ALL over the Capes text: "You can DO anything you can not ACHIEVE anything."


I can get behind this 100%.

Funny thing is, I don't remember reading it in the text. But I do realize that I have been playing under this assumption. It just seemed so... obvious.

Message 15199#162138

Previous & subsequent topics...
...started by Miskatonic
...in which Miskatonic participated
...in Muse of Fire Games
...including keyword:

 (leave blank for none)
...from around 4/22/2005




On 8/9/2005 at 9:45am, Anders Gabrielsson wrote:
Re: SIS Control Problem: A Concrete Example

This is my first post here at the Forge, so if I commit any social blunders, feel free to smack me. But gently.

I've read through Capes but have no Actual Play experience yet. Hopefully, I'll be correcting that soon.

With that out of the way:

xenopulse wrote: Now, Capes also has narration powers that are separate from that system. One can simply change events in the SIS by stating that they are so, instead of using the conflict system. That way, you bypass the currency--and you don't need any more currency, because narration is already all powerful.

So the analogy would be a rule in D&D that says, "Instead of using the combat system, you can just declare that your character kills any creature she encounters. However, there won't be any XP or loot."

Now the D&D player can go wild and use that rule, shaping the SIS as she sees fit. But there's something wildly unsatisfactory about that; you're not overcoming the challenges. You're not Stepping On Up. You're missing out on the fun of the game.


I think this is a very important point.

In Capes (as I understand it), you're not competing for control over the SIS. This is actually what makes it different from all other roleplaying games.

In a "regular" RPG, you use the rules to affect the SIS. Depending on the exact system and mode of play some changes can be achieved through negotiation with other players or the GM, but most of the meaningful changes (for some suitable value for "meaningful") require that you go through the rules. To change the SIS you need to work inside the rules and the wishes of the GM and the other players, who are also bound by the same rules to some degree. "I [the player] have this goal [my character to become more powerful / that player's character to succeed in seducing the Duke / this story to turn out cool / everyone to have a good time], so I try to have my character perform this action to facilitate that goal. The rules will decide if I succeed."

In a freeform game, you need the acceptance of the other players and/or GM. (I'm not sure if the standard definition of freeform used here includes a GM or not; in any case, I have very little practical experience with freeform.) To change the SIS you need to work inside the social contract. "I have this goal, so I try to convince the other players to accept this narration. They will decide if I succeed."

In Universalis, as I've seen it referenced here, you also need some degree of acceptance from the other players, or they will use the in-game resources to stop you. Here the social contract is brought into the rules, in some sense. To change the SIS you work inside the rules like in a traditional RPG, it's just that the rules are more focused on enforcing the social contract than regulating what your character can achieve in the fictional world. "I have this goal, so I try to convince the other players to accept this narration. The rules will decide if I succeed."

In all of these the game is, in some sense, about the SIS. Controling or affecting the SIS is the primary way to achieve your goals. You desire control of the SIS because that will help you achieve your goals, either directly ("My character slew the dragon!") or indirectly ("My character slew the dragon... and the other players thought it was cool!"). (As an aside, this may be the source of some conflicts between "social" gamers who roleplay as just another way to hang out, and more "dedicated" gamers - the social gamers don't have goals connected to the SIS.)

But in Capes there is no competition for control of the SIS. Anyone can declare anything to be so, and it is so. You can achieve short-term control over the narrative by declaring Conflicts, but as soon as that Conflict is resolved, anyone can say "...but it was just a dream!". Anyone can put Bobby in the shower.

Therefore all goals that are tied to affecting the SIS - having a character change in a particular way, have something happen or not happen - become meaningless in Capes. What's left are the goals that are either tied directly to the mechanics - "I want to show the others this clever rules trick I came up with", "I want to win this Conflict", "I want to gain more story tokens" - or not specifically tied to the game at all - "I want everyone to have a good time tonight", "I want the others to admire this cool idea I just had", "I want to make the other players laugh".

I think this is what's throwing a lot of people off. When someone asks, "If the changes I make to the SIS don't need to be respected by the other players, what's the point of the game?", I think they expect to be able to fulfill goals that aren't meaningful without competition for control of the SIS.

Just to make it clear, I don't think this is a problem with Capes. However, it is a feature, intended or not, that separates it from other roleplaying games, and players who don't realise that it's there may become very frustrated.

Message 15199#173534

Previous & subsequent topics...
...started by Anders Gabrielsson
...in which Anders Gabrielsson participated
...in Muse of Fire Games
...including keyword:

 (leave blank for none)
...from around 8/9/2005




On 8/9/2005 at 12:36pm, Anders Gabrielsson wrote:
RE: Re: SIS Control Problem: A Concrete Example

I should clarify that a bit.

Of course you compete for control of the SIS in Capes - that's what the Conflicts are for (in some sense). However, any victories there are fleeting, and can be invalidated by any other player at any time.

I think this makes some players feel that "You can DO anything but you can't ACHIEVE anything" would more correctly be formulated as "You can DO anything but you can't achieve ANYTHING".

Message 15199#173542

Previous & subsequent topics...
...started by Anders Gabrielsson
...in which Anders Gabrielsson participated
...in Muse of Fire Games
...including keyword:

 (leave blank for none)
...from around 8/9/2005




On 8/10/2005 at 2:30pm, Gamskee wrote:
RE: Re: SIS Control Problem: A Concrete Example

I've heard this argument a couple times. Putting the power of free narration in someones hands will make them into a raging dick.

The "problem" is that capes sort of has two modes running simultaneously(I am sure people will disagree with this, but I don't really care): Gamemaster stance and Character stance.

Your spotlight character will likely be played as you would normally play a character in an RPG, trying to achieve certain goals, explore certain issues, and generally create cool happenings about him.

In Gamemaster mode, you try to find ways to make the goals worth pursuing, support issue exploration, and create cool happenings about them.

In any normal RPG, I am given the power of GM fiat. If I want the villain to take the Ray Gun, he gets it. The player can roll, whine, wheedle, whatever, he has no true say. I can then declare he is struck by lightning and dies. Usually, I don't do any of these things because it doesn't support any of the above goals. Nothing in the rules prevents me.

So, when we hand this power over to those with a Character stance, the assumption is suddenly they will become a power mad tyrant, crushing everybody's hopes and dreams. Maybe, for people who play every game with all cheat codes on, this is fun, but for the rest of us, it feels fairly pointless after a while. Why, when I have absolute control and no character mean I'm fine, while having a character suddenly makes me disrespect everyone around me? If player B swipes the gun and doesn't know he is being a dick, he probably isn't very aware of what an ass he is being. If he is, he suffers the fate of most asshat GMs: a sudden lack of people willing to play with him.

It's much like a game where a GM has a 'pet' character, that seems more powerful, capable, and cooler than the players characters. It's simply not fun when your contributions are constantly trivialized by the GMs character. Thus, like any RPG, you need to be a good player, especially as GM.

Another bit of BS on my part. Capes to me seems more as if you are playing the part of several comic book writers who have been told by the Editor in Chief that their characters are now in a monthly team title and that they have to write together and keep continuity. Semi-obviously, they are often rooting for their own characters and trying to make arguments on how things should proceed. Story tokens represent owed favors for allowing their character to shine. Just like in the real comics, horrid writing can lead to things like auto-Raygun theft, without a hint of coolness.

Message 15199#173666

Previous & subsequent topics...
...started by Gamskee
...in which Gamskee participated
...in Muse of Fire Games
...including keyword:

 (leave blank for none)
...from around 8/10/2005




On 1/27/2006 at 10:26pm, drnuncheon wrote:
RE: Re: SIS Control Problem: A Concrete Example

I'm going to necromance this thread rather than creating a new one (I hope that's OK) because I've just gotten ahold of the full version of Capes, I've been reading all the backlog in the forums, and this seems to be the clearest example of what's been worrying a lot of people.  It worried me too, at first, until something clicked in my head, and I want to toss this out here and see if I'm "getting it".

So we've got Dr. Otto, Valence, and Starflare.

Dr. Otto has just won the conflict to "Steal the Ray Gun".

Valence narrates taking it back to win "Impress Starflare".  The argument is that he can do that in free narration, and it totally undermines the conflict that Dr. Otto won.

But that's where everyone always stops the example, even though play wouldn't stop there (unless it were the end of the scene).  There's this unspoken assumption that Otto just says "curses, foiled again" and vanishes.  But he's got the same power that Valence does with regards to the narration.  When his turn comes around:

"Hey!" protests Dr. Otto. "I stole that fair and square!"  He snatches the ray gun back from Starflare.  (Player: I introduce the conflict: "Goal: Get Starflare's gun from Dr. Otto"  Or maybe "Goal: Dr. Otto escapes with Starflare's Gun").

Now Otto's got it on the table (and he'll get Story Tokens if they manage to wrest it away fom him).  Of course, if Otto were really devious, he'd just smirk as Valence takes away the gun, and then on his turn:

"Event: Starflare uses the booby-trapped ray gun." 

Or maybe he spends a story token and introduces "Booby-trapped Ray Gun" as a character.  Or he works it into the narration of one of his later conflicts.  "I'm rolling 'Always has a backup plan'...a 5!  the boobytrap Otto planted on Starflare's gun goes off, distracting the heroes..."

So...getting it?  Or am I missing something still?

J

Message 15199#195167

Previous & subsequent topics...
...started by drnuncheon
...in which drnuncheon participated
...in Muse of Fire Games
...including keyword:

 (leave blank for none)
...from around 1/27/2006




On 1/29/2006 at 12:57am, Zamiel wrote:
RE: Re: SIS Control Problem: A Concrete Example

After reading the fullness of the thread, I really think the underlying problem is orthogonal to the way its proposed.

Basically, I think this is such a thing that the first time it comes up in context and a group has to deal with it, it'll get written into the Comics Code by means of solution.

For Tony's group, this may never happen. They clearly have an internalized model of play that implicitly side-steps that kind of play.

For others (mine, for example), I think the best solution would be adding "A resolved Conflict cannot have elements invalidated through simple narration in the same Scene as its resolved in by another player without the first's agreement."

Some of you might find that a bit of a cop-out in terms of playstyle, but the beauty of putting it in the group's Comics Code is that it can come off later if it stops being an issue, and then you get the other interesting, but more complicated, play-elements like Otto's player introducing the booby-trapped gun and the like. Its also worth noting that I deliberately phrased it such that its only the same scene. Next scene, Otto's current player can be playing Starfire and simply hand it over to whoever she likes, without repercussion, or Valence might show up with the gun in his hands and a complicated off-screen explanation. That's good play, and we don't want to gank that too much.

Ultimately, this is something too group-specific to be read from the mechanics like Biblical dicat; its a dynamic specific to a certain style of play, like the idea of individual privileged Characters, and as such likely belongs in the Comics Code.

Message 15199#195265

Previous & subsequent topics...
...started by Zamiel
...in which Zamiel participated
...in Muse of Fire Games
...including keyword:

 (leave blank for none)
...from around 1/29/2006




On 1/29/2006 at 8:27pm, Kintara wrote:
RE: Re: SIS Control Problem: A Concrete Example

Certainly, this can be handled in many ways.  Zamiel, the thing I find interesting about Comics Code solutions is how you can Gloat them.  Now that I think about it, having a Code with your provision in it is almost like having a way to set up an improvised Code based on what's "set" for the scene.  You could have a Goal or Event just to set up a Gloat later on.

Anyway, Capes has always had the feature of being extremely open with what someone could do through narration.  I think that players end up coming up with a narrative style that everyone finds the most productive in play because everyone at the table is attempting to do the same thing, which is interest the other players so that they can get resources.  That means that if taking the ray gun away again is a conflict that would pique interest at the table, then it makes more sense to make it a conflict where resources can be won.  Narration has a certain ephemeral story power, but it doesn't give you resources in itself, so you don't have much motivation to press buttons with it.

Message 15199#195334

Previous & subsequent topics...
...started by Kintara
...in which Kintara participated
...in Muse of Fire Games
...including keyword:

 (leave blank for none)
...from around 1/29/2006




On 1/30/2006 at 6:40am, Zamiel wrote:
RE: Re: SIS Control Problem: A Concrete Example

Kintara wrote:
Certainly, this can be handled in many ways.  Zamiel, the thing I find interesting about Comics Code solutions is how you can Gloat them.  Now that I think about it, having a Code with your provision in it is almost like having a way to set up an improvised Code based on what's "set" for the scene.  You could have a Goal or Event just to set up a Gloat later on.

In this case, I think this would be more the "social contract" portion of the Comics Code, much like the issue of what kind of genre that folks should narrate to. I think of that as part of the Comics Code as well, but I suppose more rightfully it should be thought of as separate from the CC itself.

Mind you, making it explicitly Gloatable could be intriguing, but it requires introducing a Conflict, and we're explicitly speaking about things which aren't Conflict-driven. That's a different, orthogonal issue, entirely.

Kintara wrote:
Anyway, Capes has always had the feature of being extremely open with what someone could do through narration.  I think that players end up coming up with a narrative style that everyone finds the most productive in play because everyone at the table is attempting to do the same thing, which is interest the other players so that they can get resources.  That means that if taking the ray gun away again is a conflict that would pique interest at the table, then it makes more sense to make it a conflict where resources can be won.  Narration has a certain ephemeral story power, but it doesn't give you resources in itself, so you don't have much motivation to press buttons with it.

You're assuming two things here:

• Firstly, that the person introducing the acquisition of said gun thinks of it as a conflict that would pique the interest of the table. Its been pretty thoroughly defined that such isn't the intention at all, rather, that the player considers it a minor detail or equivalent they leverage to accomplish a Conflict they consider interesting (ie, impress Starfire).
• Secondly, that the point is a resource issue. Its not. Its about a sort of "blocking" that is often an issue in situations where two people have different personal goals in mind. That's a conflict that scopes well outside the game, and as such should be addressed outside the scope of the game proper. The metagame social contract is the fairly obvious place it should end up.

I know that the discussion of making implicit social contract explicit is not alien to the Forge; I've seen it many times before. In this case, I think it solves things neatly while explaining the divergent points expressed so far in the thread.

Message 15199#195364

Previous & subsequent topics...
...started by Zamiel
...in which Zamiel participated
...in Muse of Fire Games
...including keyword:

 (leave blank for none)
...from around 1/30/2006




On 1/30/2006 at 7:34am, Kintara wrote:
RE: Re: SIS Control Problem: A Concrete Example

Zamiel, I'm not saying your solution isn't useful for some groups.  But I also think that it might not come up as a problem as often as might be assumed.  I mean the idea is that you don't want people stepping on eachother's toes, but Capes gives you such a huge field that I don't think it's going to come up much.  You can narrate lots of stuff with very little limits, so if people are stepping on toes, I can't help but think that it's more likely to be intentional.  And if it is, then I think it makes more sense to move that intentional toe stomping into an area closer to the resources.

Message 15199#195365

Previous & subsequent topics...
...started by Kintara
...in which Kintara participated
...in Muse of Fire Games
...including keyword:

 (leave blank for none)
...from around 1/30/2006




On 2/2/2006 at 8:32pm, Hans wrote:
RE: Re: SIS Control Problem: A Concrete Example

Gamskee wrote:
Another bit of BS on my part. Capes to me seems more as if you are playing the part of several comic book writers who have been told by the Editor in Chief that their characters are now in a monthly team title and that they have to write together and keep continuity. Semi-obviously, they are often rooting for their own characters and trying to make arguments on how things should proceed. Story tokens represent owed favors for allowing their character to shine. Just like in the real comics, horrid writing can lead to things like auto-Raygun theft, without a hint of coolness.


To my mind, this is the best description I have heard yet of what the actual process of playing Capes feels like.

On the original problem described by Valamir; I have had problems getting my mind around this as well (and have posted very similar thoughts) but after playing more now, I have an example of why what you describe is unlikely to occur more than once in a player group:

Dr. Otto: I resolve the conflict...haha, now I have the Ray Gun
Valence: Ok, my action, I do some stuff and take the Ray Gun and give it to Starflare
Dr. Otto: WHAT?  That is so unfair dude.  So you know what, I do some stuff, and I take the Ray Gun back!  And I shove it in a big safe!  And I pull down your pants, so that now Starflare thinks you are an idiot!

For every instance of what Valamir is describing as conflict result undermining, there is going to be some way to narrate a complete reversal.  Valence narrates that he takes the Ray Gun to impress Starflare, crushing Dr. Otto's player.  Dr. Otto then...fights like heck to keep Valence from winning the influence conflict, and/or, if it resolves before the end of the page, immediately narrates something that undermines that conflict result (pants pulled down, as above).  This is a kind of mutually assured narrative destruction, and hence unwise.  So the bottom line is that if you really think your fellow player wants to keep that Ray Gun, don't just cavalierly narrate taking it away from him...give him the common courtesy of fighting over it through a conflict.  And on the other side, if you really want to keep that Ray Gun, and you want the conflict to be about your taking and keeping the Ray Gun for a long time, be very explicit about it, and accept it if the other players aren't so interested.  To paraphrase something Tony said about another situation:

"How long does Dr. Otto keep Star Flare's Ray Gun?"
"Until the at least one player finds it interesting for him to lose it."

Message 15199#195964

Previous & subsequent topics...
...started by Hans
...in which Hans participated
...in Muse of Fire Games
...including keyword:

 (leave blank for none)
...from around 2/2/2006




On 2/2/2006 at 8:34pm, Hans wrote:
RE: Re: SIS Control Problem: A Concrete Example

I wish you could edit, because I just realized drmuncheon said the same thing I did.  DOH!  Read the entire thread, Hans....

Message 15199#195965

Previous & subsequent topics...
...started by Hans
...in which Hans participated
...in Muse of Fire Games
...including keyword:

 (leave blank for none)
...from around 2/2/2006




On 2/2/2006 at 10:05pm, Hans wrote:
RE: Re: SIS Control Problem: A Concrete Example

Zamiel wrote:
Kintara wrote:
Certainly, this can be handled in many ways.  Zamiel, the thing I find interesting about Comics Code solutions is how you can Gloat them.  Now that I think about it, having a Code with your provision in it is almost like having a way to set up an improvised Code based on what's "set" for the scene.  You could have a Goal or Event just to set up a Gloat later on.

In this case, I think this would be more the "social contract" portion of the Comics Code, much like the issue of what kind of genre that folks should narrate to. I think of that as part of the Comics Code as well, but I suppose more rightfully it should be thought of as separate from the CC itself.

Mind you, making it explicitly Gloatable could be intriguing, but it requires introducing a Conflict, and we're explicitly speaking about things which aren't Conflict-driven. That's a different, orthogonal issue, entirely.


It should definitely be considered separately.  The Comics Code in Capes is nothing more or less than "the list of things people can gloat over but not make happen".  It is not "the list of things none of us are interested in and would rather not hear about or have happen."  There was another thread that talked about adding things to the Comics Code to make sure they never happened (I believe the subject in question was rape), and someone pointed out that by adding it to the Comics Code, you ensure that while it will never ACTUALLY happen there is a pretty strong incentive to ATTEMPT to do it all the time.  If there are things your group really isn't interested in, you should just get them all out on the table and make them explicit as part of your Social Contract.  If you want people to keep resolved conflicts sancrosanct until the end of the scene, its best to just say so to the group.

However, adding this to the Comics Code is not such a bad idea, if the consequences seem interesting.  If you were to add the concept of conflicts not being undermined within the same scene to the Code, then to my mind you are encouraging people to TRY to undermine them, because gloating is such a sweet, sweet way to rake in story tokens.  So in the example, given your proposed modification to the Code, the moment Dr. Otto resolves "Steal Ray-Gun from Star-Flare", the incentive to play "Steal Ray-Gun from Dr. Otto" conflicts skyrockets.  Suddenly, from a game mechanics point of view, the Ray-Gun has become a very important and interesting thing, roughly equivalent to destroying the world or changing history or revealing a secret identity.  I'm not sure how that would effect game-play...it could be a lot of fun.

Message 15199#195981

Previous & subsequent topics...
...started by Hans
...in which Hans participated
...in Muse of Fire Games
...including keyword:

 (leave blank for none)
...from around 2/2/2006




On 3/27/2008 at 3:56am, Keiko wrote:
RE: Re: SIS Control Problem: A Concrete Example

drnuncheon wrote:
I'm going to necromance this thread rather than creating a new one (I hope that's OK) because I've just gotten ahold of the full version of Capes, I've been reading all the backlog in the forums, and this seems to be the clearest example of what's been worrying a lot of people.  It worried me too, at first, until something clicked in my head, and I want to toss this out here and see if I'm "getting it".

So we've got Dr. Otto, Valence, and Starflare.

Dr. Otto has just won the conflict to "Steal the Ray Gun".

Valence narrates taking it back to win "Impress Starflare".  The argument is that he can do that in free narration, and it totally undermines the conflict that Dr. Otto won.

But that's where everyone always stops the example, even though play wouldn't stop there (unless it were the end of the scene).  There's this unspoken assumption that Otto just says "curses, foiled again" and vanishes.  But he's got the same power that Valence does with regards to the narration.  When his turn comes around:

"Hey!" protests Dr. Otto. "I stole that fair and square!"  He snatches the ray gun back from Starflare.  (Player: I introduce the conflict: "Goal: Get Starflare's gun from Dr. Otto"  Or maybe "Goal: Dr. Otto escapes with Starflare's Gun").

Now Otto's got it on the table (and he'll get Story Tokens if they manage to wrest it away fom him).  Of course, if Otto were really devious, he'd just smirk as Valence takes away the gun, and then on his turn:

"Event: Starflare uses the booby-trapped ray gun." 

Or maybe he spends a story token and introduces "Booby-trapped Ray Gun" as a character.  Or he works it into the narration of one of his later conflicts.  "I'm rolling 'Always has a backup plan'...a 5!  the boobytrap Otto planted on Starflare's gun goes off, distracting the heroes..."

So...getting it?  Or am I missing something still?

J


I'm pretty new here but I've been thinking about a similar problem with trying to introduce my new group to the game.

So, in a way (and I don't mean to be insulting) Capes is sort of an rpg version of Calvin ball. You can do anything until someone makes up a "rule (a conflict) to stop you. Making something a Conflict gives it "mechanical" weight . Individual groups might have limits either unspoken or explicit on what is "going to far" but the game in and of itself doesn't enforce any.

Message 15199#249752

Previous & subsequent topics...
...started by Keiko
...in which Keiko participated
...in Muse of Fire Games
...including keyword:

 (leave blank for none)
...from around 3/27/2008




On 4/1/2008 at 11:02am, Gaerik wrote:
RE: Re: SIS Control Problem: A Concrete Example

I wouldn't call it Calvin Ball.  The rules exist in Capes and in fact they are even more immutable than in games like D&D.  There is no Rule Zero in Capes.  The rules always get enforced by everyone playing equally.  There is no GM who can say, "I don't like that rule here.  I'm ignoring it."  The rules in Capes really are the arbitrator of disagreements (in a certain sense).

You are correct though in stating that the rules don't force anyone to narrate what the group considers appropriate.  Anyone can narrate whatever they want as long as it doesn't violate the Comics Code or the rules concerning narrating the result of a Conflict.  Now the rules do provide methods of exerting pressure on other players to stay within the spirit of a particular game but there is nothing that comes out and says, "You can't narrate that!"

Message 15199#249886

Previous & subsequent topics...
...started by Gaerik
...in which Gaerik participated
...in Muse of Fire Games
...including keyword:

 (leave blank for none)
...from around 4/1/2008




On 4/2/2008 at 3:03pm, James_Nostack wrote:
RE: Re: SIS Control Problem: A Concrete Example

I actually have what I think is a solution to this, but the thread is kinda old so I figure I'll start a new one.

Message 15199#249912

Previous & subsequent topics...
...started by James_Nostack
...in which James_Nostack participated
...in Muse of Fire Games
...including keyword:

 (leave blank for none)
...from around 4/2/2008