The Forge Reference Project

 

Topic: Procedure of Play, Determined by Nothing but the Group
Started by: lumpley
Started on: 10/7/2005
Board: RPG Theory


On 10/7/2005 at 2:56pm, lumpley wrote:
Procedure of Play, Determined by Nothing but the Group

Spun off from The Role of Fortune

Hi Ivan, welcome to the Forge! I'm Vincent.

jmac wrote:
talysman wrote:
which is why we're discussing the roles dice mechanics or other randomness play procedurally. we're interested in how dice are used in specific games, and which games use randomness to drive the general procedure of play.

hmm. The general procedure of play is determined by nothing but GM and players. They are usually inspired by the system, or adopt it's general procedures of play into their own unique design.


That's true of much roleplaying, no doubt.

However, many of us here, including me for certain, consider that to be a real problem, a real indictment, of conventional RPG design. Anybody can create some isolated resolution mechanics, slap on a setting, and say "here you go! You figure out what to do with them! If you have fun with them, good job, it's not my fault!" That's a pretty crap game.

As far as I'm concerned, a well-designed game forces me and my group to play in a way that a) is fun, but b) we wouldn't have come up with on our own. It makes us adopt a whole new set of general procedures, a whole new way to play.

Otherwise - look, the kind of fun my group comes up with itself? We can have that kind of fun whenever we want. We don't need any new game to teach us that.

-Vincent

Forge Reference Links:
Topic 16891

Message 17146#181625

Previous & subsequent topics...
...started by lumpley
...in which lumpley participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 10/7/2005




On 10/7/2005 at 5:25pm, Paka wrote:
Re: Procedure of Play, Determined by Nothing but the Group

lumpley wrote: As far as I'm concerned, a well-designed game forces me and my group to play in a way that a) is fun, but b) we wouldn't have come up with on our own. It makes us adopt a whole new set of general procedures, a whole new way to play.


That's an interesting way to put it (as usual).

So many people are scared to game a new way.  I see it everywhere I look.  Yet, at the same time so many people are hungry for a new way to play.  Its a really interesting line I see all over our sub-culture.

Message 17146#181677

Previous & subsequent topics...
...started by Paka
...in which Paka participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 10/7/2005




On 10/7/2005 at 6:14pm, ewilen wrote:
RE: Re: Procedure of Play, Determined by Nothing but the Group

Where do various treatises on scenario design, GMing,and playing fit into all this? Either in the game texts or in third-party books (modules, advice guides, magazine articles, etc.), they provide guidelines but not what I would think of as clearcut procedures? How rigid does a guideline have to be in order to be a "procedure"? When if ever is it best to leave a guideline "loose"?

Message 17146#181686

Previous & subsequent topics...
...started by ewilen
...in which ewilen participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 10/7/2005




On 10/8/2005 at 8:36am, matthijs wrote:
RE: Re: Procedure of Play, Determined by Nothing but the Group

I'm Analogy Man. I like to think of food recipes in relation to RPG rules. Some people say, "I don't need any recipes, I can make anything I like"; sometimes that means they've read all the recipes for macaroni with cheese, and determined they're pretty much the same; sometimes that means they're master chefs who have years of education and experience and can make stunning new things nobody's thought of before.

If the rules are pretty much like what you've played before, you just look to see what's different, and decide whether to use it. ("Oh, cream cheese instead, hey, that's a good idea"). But some rules change the way you play, and you have to follow them to understand how. (You don't just slice up some raw fish and call it sushi; you have to learn how to make it right, or you might get food poisoning).

People are used to rules that all describe the same type of game, basically, and assume all rules are like that. They just need to play some really different games. When I read Capes, I had a lot of trouble understanding wtf it was all about - now that I've tried it, I have a whole set of new techniques to use.

Message 17146#181753

Previous & subsequent topics...
...started by matthijs
...in which matthijs participated
...in RPG Theory
...including keyword:

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




On 10/8/2005 at 6:10pm, cruciel wrote:
RE: Re: Procedure of Play, Determined by Nothing but the Group

jmac wrote:
hmm. The general procedure of play is determined by nothing but GM and players. They are usually inspired by the system, or adopt it's general procedures of play into their own unique design.


Emphasis mine.

This property is one of those things that always comes up during lumpley principle or character existence threads.  Just jargonize the sentence by replacing the italicized "general procedure of play" with "system" and replace "system" with "rules", and it just says only players can have or give credibility.  I don't see anything to disagree with - maybe I'm missing some context here.

Message 17146#181776

Previous & subsequent topics...
...started by cruciel
...in which cruciel participated
...in RPG Theory
...including keyword:

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




On 10/8/2005 at 10:23pm, talysman wrote:
RE: Re: Procedure of Play, Determined by Nothing but the Group

Jason wrote:
jmac wrote:
hmm. The general procedure of play is determined by nothing but GM and players. They are usually inspired by the system, or adopt it's general procedures of play into their own unique design.


Emphasis mine.

This property is one of those things that always comes up during lumpley principle or character existence threads.  Just jargonize the sentence by replacing the italicized "general procedure of play" with "system" and replace "system" with "rules", and it just says only players can have or give credibility.  I don't see anything to disagree with - maybe I'm missing some context here.


you might be missing this other thing Vincent said in that post:

wrote: Otherwise - look, the kind of fun my group comes up with itself? We can have that kind of fun whenever we want. We don't need any new game to teach us that.


it's true that system is really just the way real people assign credibility/ it's an agreement that certain procedures will have a certain weight and meaning during play. "when we roll the target number or less on d20, we hit!"

and it's true that players can make changes to a published set of rules when the rules don't quite fulfill their needs.

but it's also true that the better integrated the rules system and the better designed it is to push play in a highly-focused manner, the more fun it will be. and, although players can make changes on the fly to a system, they almost certainly won't be able to create a highly-focsued system on the fly; it takes years to do that.

do you want to play a game for years before you have fun?

you see, players don't assign credibility by making up rules; they assign credibiility by selecting rules. if I say "let's play TOON", I'm telling you what rules would best lead to the kind of play I want.

but here's the problem: if a set of rules is nothing but a dice mechanic and a list of Color elements for a specific setting, and I and the other players have to make up all the other rules, what am I paying for? I'm certainly not paying for a rules book that I invest a lot of credibility in, because I have to make up 90% of the rules. why not buy a book or movie, get my setting from there, and make up all the rules, without paying anyone?

I joked recently that I should write a standard rant about how dice mechanics are the least important part of a game. maybe Vincent will write that rant for me, since that's what he's hinting at: it's not what dice you roll or what bonuses you added, but how this fits into the overall procedure of play and how it drives the events in the SIS. the conflict resolution system is only important insofar as it supports the other rules.

I would rather see a game that had the overall procedure down pat and said "use whatever dice mechanic you feel like" than I would like to see a game that had a dice mechanic and told you "make up whatever overall procedure of play you feel like". dice are just fluff.

Message 17146#181785

Previous & subsequent topics...
...started by talysman
...in which talysman participated
...in RPG Theory
...including keyword:

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




On 10/8/2005 at 10:57pm, cruciel wrote:
RE: Re: Procedure of Play, Determined by Nothing but the Group

Hey John, 

I don't see anything you've said I'd disagree with either.  (Except the part about dice being fluff, as the level of randomness can have a significant impact the tone of the game and the rewards cycle if the rewards tie to effectiveness, but I don't think that's relevant to the topic.)  I'm still not seeing any conflict with what jmac said.  The rules the players choose to use become integrated into system, which matters, and the rules they don't use don't matter.

Message 17146#181788

Previous & subsequent topics...
...started by cruciel
...in which cruciel participated
...in RPG Theory
...including keyword:

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




On 10/12/2005 at 10:38am, jmac wrote:
RE: Re: Procedure of Play, Determined by Nothing but the Group

Sorry, I've read a little and talked too much :)
I've been using "system" and "rules" with meaning of all that stuff brought to a gaming party "in a box".

lumpley:
As far as I'm concerned, a well-designed game forces me and my group to play in a way that a) is fun, but b) we wouldn't have come up with on our own. It makes us adopt a whole new set of general procedures, a whole new way to play.

I don't want to be forced, actually :) I want to consider and accept (or reject).

My thoughts revolve not around creating a game that would be accepted and played with more or less guaranteed positive result (fun and original etc), but about percieving game design into something really playable by this particular group.
And thus modification and flexibility help us not only to adopt the original design, but to understand it's puprose, motivation and methods.
_Flexibility_, from this point of view, must have a separate meaning.

ps. I've read all those Articles, and now I can announce that I play in Illusionist kind of games.

Message 17146#182221

Previous & subsequent topics...
...started by jmac
...in which jmac participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 10/12/2005




On 10/12/2005 at 12:33pm, Ron Edwards wrote:
RE: Re: Procedure of Play, Determined by Nothing but the Group

Hi John,

Thanks for looking over the articles here. You're getting a major dose of posting-responses, so I wanted to acknowledge that you've already gone above-and-beyond, in terms of effort and patience. I greatly appreciate that.

Best,
Ron

Message 17146#182233

Previous & subsequent topics...
...started by Ron Edwards
...in which Ron Edwards participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 10/12/2005




On 10/12/2005 at 2:04pm, jmac wrote:
RE: Re: Procedure of Play, Determined by Nothing but the Group

I must say that I really love theories and systems and it was a pleasure to find one modelling RPG's, while being  so solid and consistent. Really amazing.

And one more thing I forgot...

lumpley wrote:
Otherwise - look, the kind of fun my group comes up with itself? We can have that kind of fun whenever we want. We don't need any new game to teach us that.

I don't beleive that we will ever be satisfied with our actual games - demands are high enough not to allow that, at least for now.

Message 17146#182242

Previous & subsequent topics...
...started by jmac
...in which jmac participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 10/12/2005




On 10/12/2005 at 2:23pm, Mike Holmes wrote:
RE: Re: Procedure of Play, Determined by Nothing but the Group

Matthijs the analogy has one fatal flaw. It only takes a few minutes to make dinner, no matter how you do it. To make a better analogy creating an RPG system is more like creating a quilt. It takes a lot of effort over a lot of time. Yeah, you could start with a quilt that has parts you like, tear out the parts you don't like, and then replace them with ones you do. But that's still a lot of work to get what you want.

Basically creating RPG systems is not like cooking in that, if the output is bad, you can just make another one the next night. This is why being able to buy a quilt that you like off the shelf is important. No, it doesn't mean that you can't make your own quilt, it might be quite rewarding to do so. But if I have to make major adjustments to the quilt to get it to be what I want? Well, then maybe I should have just made my own quilt. And at the very least any quilt I buy should be nice to have as it is, even if it isn't perfectly what I want.

That is, RPGs that need to be fixed to play well are bad designs. There should be one clear way to play the game as designed that's fun.

Now we can go on extending this analogy and talk about how FUDGE is just a "quilt creation kit" and how that might be a functional product. Sure, let's allow for that sort of thing - as long as it's the intention of the design, then it will sell to whatever market needs that.

But for ages the standard RPG product has been a quilt that is missing parts of it, and has other parts that don't match. Such that nobody can use it as is, and you have to first disassemble it to find out what's wrong with it, and then put it back together. It seems to me that the reason we have so many chefs or, better, quilters in RPGs, as opposed to people simply using quilts off the shelf, is because the games presented are so in need of overhaul to play well that, in fact, it's no more effort to simply start from scratch. This is why there are literally thousands of RPGs in existance.

Call this the "Ratty Quilt" line. If people playing your game feel that it's easier to stop playing it, and instead build their own game, then you know that you've failed. To the extent that people are happy playing your game as it is off the shelf without any modification, you've created a true product. Only in RPGs has it become acceptable to have products that must be fixed before they play acceptably. In no other industry will you see the equivalent of the golden rule saying, "Here's a quilt: where it doesn't satisfy you, we authorize you to tear it apart and fix it." Would you buy such a quilt from a professional manufacturer?

The counterpoint to this is always: well RPGs are complicated things and people like modifying them. I propose that, in fact, the tendency for everyone in RPGs to be designers is not so much because RPG players have a tendency to tinker more, but because they've become good at it by neccessity. To the extent that they have to claim that it's fun to justify the effort they put into it. Which isn't to say that they don't have fun with it - I fall into this category with everyone else. Only that we've made it a fun thing because we were forced into it. I created my first RPG because D&D was so broken that I felt compelled to do so as I was tired of putting new patches in the quilt and having them also not match anything there. I figured that I could do no worse creating my own quilt.

Ask yourself, did you get into designing RPGs because you wanted to be a game designer? Or because you couldn't stand the rule systems you were playing? What does that say about the quality of RPGs?

Jmac, I'm finding more and more that there are designs that we are satisfied with. I think we are just now getting into an era where designs are so well focused that you really wouldn't need to ever fix one. Dogs in the Vinyard isn't perfect, but it's so good at what it does that I can't see a reason to modify it. No, it won't do a game about space merchants, but it's not designed to do so. There are other games for that. Just as you might own a quilt for rainy days, and one for cold nights, and one for watching TV, etc.

Mike

Message 17146#182246

Previous & subsequent topics...
...started by Mike Holmes
...in which Mike Holmes participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 10/12/2005




On 10/12/2005 at 7:31pm, jmac wrote:
RE: Re: Procedure of Play, Determined by Nothing but the Group

Mike wrote:
Jmac, I'm finding more and more that there are designs that we are satisfied with. I think we are just now getting into an era where designs are so well focused that you really wouldn't need to ever fix one.

I can hardly prevent someone from playing game as it is.
I would be happy to play it myself, actually :) but conditioning player and GM skills, or, more often, "fitting" those skills we have into our actual plays, imho, matters more than making or choosing or using a perfect design. (2)

Actual play (the goal) is a case of playing a game by group. So, to succeed, design should be "focused" on group type *(and) game type. But, considering (2), it's hardly possible/makes sense.
So, design should be focused on game type only and be able to endure a modification.

Message 17146#182296

Previous & subsequent topics...
...started by jmac
...in which jmac participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 10/12/2005




On 10/12/2005 at 7:45pm, Mike Holmes wrote:
RE: Re: Procedure of Play, Determined by Nothing but the Group

I'm sorry Ivan, but I can't make heads or tails of that post. Could you restate what you're trying to say?

It seems to me that you're saying something akin to "system doesn't matter" but I could just be misinterpreting you badly.

Mike

Message 17146#182298

Previous & subsequent topics...
...started by Mike Holmes
...in which Mike Holmes participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 10/12/2005




On 10/12/2005 at 7:58pm, lumpley wrote:
RE: Re: Procedure of Play, Determined by Nothing but the Group

Let's pretend that I design board games.

Ivan, you come to me and say "whatever game my group plays, we make it into a card game. Please design your board games so that they're easily made into card games."

I say "uh... no."

-Vincent

Message 17146#182301

Previous & subsequent topics...
...started by lumpley
...in which lumpley participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 10/12/2005




On 10/12/2005 at 8:26pm, jmac wrote:
RE: Re: Procedure of Play, Determined by Nothing but the Group

I wouldn't come to you and say that - I would do it myself, Vincent :)

It's not like whatever game my group plays, we make it into a .... It's like our group could play this game much better, if we change this and this

I will try to construct something understandable in the morning.
sorry.

Message 17146#182306

Previous & subsequent topics...
...started by jmac
...in which jmac participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 10/12/2005




On 10/13/2005 at 12:17am, Joshua BishopRoby wrote:
RE: Re: Procedure of Play, Determined by Nothing but the Group

ewilen wrote: How rigid does a guideline have to be in order to be a "procedure"? When if ever is it best to leave a guideline "loose"?


Well, these aren't terms yet, so they have no 'real' definition, so everybody will have a different response to this.  My own definitions follow.

A guideline is a suggestion and is usually (but not always) abstract.  "Include other players in your narration" is a guideline that I present in FLFS with some elaboration and examples.  It is a commentary on the game as played.

A procedure is an outline of steps that the actual players around the table perform.  It is never abstract; it is always concrete.  An example of this would be "When you address another character's Thematic Battery, sign the Spoils Scrip and hand it to that character's player."  You'll note that this procedure directly supports the above guideline example.  Procedures are part of the game as played.

The important distinction between guidelines and procedures are, to my mind, the fact that guidelines are stupidly easy to ignore.  There is a White Wolf book out there that advises players to eat healthy foods like vegetables at the gaming table -- no joke.  I don't know how that actually made it to print, because it's a terrible guideline even if it is good advice.  Nobody will follow the guideline (unless they already were doing so), and it's wasted space in the book.

Procedures, on the other hand, can mechanically tie into elements of game design such as currency, player effectiveness, reward cycles, and the like.  These are a lot harder for your typical player to ignore because they're pieces of the greater whole, rather than commentary on the whole.  They are also concrete instructions that are easier to follow -- the handing over of the Spoils Scrip is a nice, tangible recognition of behavior that includes other players.  Other players can see it happen and replicate it themselves.

Another guideline/procedure example would be in Buffy or PTA where it gives specific instructions on how to outline a whole season of adventures to ensure that all the characters get their spotlight and the greater plot moves forward.  It's just a guideline if you tell the player "uh, make sure they all get a chance to shine but make sure the story works out."  Once you start listing out episodes, naming them, giving them functions in the overarching campaign arc, then you've got procedures.

As for the second part of your question, it's often useful to leave some guidelines as guidelines and not systematize them into procedures, but (to my mind) you should only do this to guidelines that are not central to the game you're designing.  If I'm designing a game about the price of success, I'm going to make specific procedures for determining the price of success; I'm not going to get all nitty-gritty about how many shots get fired from a gun on full auto.

Message 17146#182328

Previous & subsequent topics...
...started by Joshua BishopRoby
...in which Joshua BishopRoby participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 10/13/2005




On 10/13/2005 at 8:06am, jmac wrote:
RE: Re: Procedure of Play, Determined by Nothing but the Group

Beforehand I must say that my statement about necessary modification and all my points are strongly dependent on my vision of rpg (which is quite narrow as I found out, and it can be called Illusionism, I guess).

Here are couple of thoughts explained.

So, there is a GM and players, they want to play a game. They choose a genre and stuff bla bla, at last they've got a game that fits. Now GM is to prepare something like a story or guidelines for a story to be developed during play. To work, these should fit the genre and meet other requirements, but most important - story events should be percievable by the players and make them react to them (hooks or whatever you call such stuff). Acceptable types of those hooks are limited by personalities of PCs, personalities of players and skills of players to play their respective PCs.
The system itself and it's application is definitely linked with this "mechanism", so design can't be done completely independent of particular players or, at least, GM.

The second point is about passing information through game media - game designer is actually passing information about system (including procedure of play) to potential players. It's hard to tell something without addressing particular general stereotypes and knowledge, which definitely differs from one gaming party to another. We read the rules, try to understand them and come across those referencing parts. Then, if reference is not intuitive enough we investigate, what author had in mind and try to replace it with something appropriate. That already is a modification, that can ruin a game - it's like localization in computer games.

I wonder what is better - to play original, but possibly misunderstood, or localized but actually different. But here - we make such "localization" on our own and conciously take  the responsibility. Something from Open Source Software stuff comes to mind.

There is hardly a doubt that RPGs are very personal kind of entertainment - we can never blame another for his approach which helps you not, but any hint to positive or/and creative case of communication should be celebrated and encouraged, and never to be restrained in any way.

Message 17146#182349

Previous & subsequent topics...
...started by jmac
...in which jmac participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 10/13/2005




On 10/13/2005 at 1:25pm, lumpley wrote:
RE: Re: Procedure of Play, Determined by Nothing but the Group

Elliot, Joshua: I use "procedures" to refer to the actual procedures in play, as enacted by the real people at the table. Thus I'll say things like "the procedures described in the game text" or "whatever procedures you're using, whether you learned them from a rulebook or not."

A "guideline," therefore, would be part of a description of a procedure, or a hint at a procedure, or a description of a class of procedures, or a description of a bound on a procedure, or something.

Seems straightforward to me.

Ivan: I think it's awesome too that you've identified your preferred approach to roleplaying. I can see that you're already thinking about how your attitude toward game designs goes along with your goals for play - all I can really do is point out that, for non-illusionist play, other attitudes toward game designs can be more productive.

Cool!

-Vincent

Message 17146#182362

Previous & subsequent topics...
...started by lumpley
...in which lumpley participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 10/13/2005




On 10/13/2005 at 7:49pm, cruciel wrote:
RE: Re: Procedure of Play, Determined by Nothing but the Group

I'll put aside that there is no conflict between the original statements for a moment.  I think that's important, but I suppose not what is trying to be conveyed.

Good design does not, in my experience, endure modification well.  That's just part of having something focused.  The greater integration between parts of a system then the greater the consequences to changes within that system.  The nature of compromise is that neither person is happy.  From where I'm standing that makes "focused on game design" and "able to endure modification" paradoxical. 

Think of something like FUDGE with a clear purpose.  Though you can add alot onto it, the system itself is just a base and if you start changing elements of that base you're better off just starting from scratch.

If we take Illusionism as an example, my group has intentional engineered the ability to engage in Illusionism out of the system.  Because of the structure of passing information between players, it becomes impossible for the GM to adjust the results of player actions.  Changes to allow Illusionism would ripple throughout the design to the point of no longer having a Conception -> Proposal -> Validation -> Integration structure and resolution would be confusing, and again you're better off starting from scratch.

Message 17146#182410

Previous & subsequent topics...
...started by cruciel
...in which cruciel participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 10/13/2005