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Topic: [Misery Bubblegum] If you REALLY loved me ....
Started by: TonyLB
Started on: 12/9/2005
Board: Indie Game Design


On 12/9/2005 at 5:56pm, TonyLB wrote:
[Misery Bubblegum] If you REALLY loved me ....

In Misery Bubblegum:  Monster Manual for Conflict Resolution, we were searching for ways to connect the desires and actions of one person to the desires and goals of another, and I said ...

TonyLB wrote:
[L]et me propose another way of building significance:  linking items together....[into] a syllogism:  "If you love me then you won't grow up."  Which, of course, also implies its contrapositive: "If you grow up then you don't love me."  ....when somebody proposes "If you are a loser then New Kid won't like you," then suddenly "You are a loser" takes on different meaning.


I want to run with that, and it's well beyond the original thread (which was nearing the end of its useful life anyway), so here we are.

Syllogisms (and if someone has a more high-school name for these I'd love to hear it) strike me as a very powerful way of linking one player's question to another, and player questions to NPC statements.  For instance, suppose Jacky is asking the question "Am I a good person?" and Heather's agenda is to make the statement "You are a loser" about whatever PC(s) look like dramatically appropriate targets.  These don't have any inherent connection, but you can easily propose a connection:  "If you're a good person then you're a loser," (a.k.a. "Nice guys finish last.")

But there are different types of questions and statements, and syllogisms have (I think) different power depending on what type of things they link.  At a minimum, I see a clear distinction between:

• Who you are:  "Am I a good person?"
• What people think: "You are a loser."
• What you do:  "I stood up for Kinsey against Heather."
• What you achieve:  "The New Kid asked me on a date."

My instinct is that the strongest of these, in terms of creating conflict, are links between the observable (What you do, What you achieve) and the other types (Who you are, What people think).  "If you stand up for Kinsey then you're a loser," and "If I'm a good person then I'll stand up for Kinsey," "If you're a loser the New Kid won't ask you on a date," and the like.

It strikes me that syllogisms could provide a mechanism for how Heather can influence what Jacky does, without (if Jacky is a PC) taking away the player choice about who they are or what they do.  You don't say "You can't be a good person," or "You can't stand up for Kinsey."  You say "If you stand up for Kinsey then you are a loser, five points."  Then, as long as the player has "Stood up for Kinsey" in her history, it's easier to apply "You're a loser" to her.  You're not applying any sort of penalty to Jacky's ability to choose, you're altering the reward and punishment system in which she makes that choice.  It gets to my sense of the atomic questions of narrativism:  Will you risk bad thing Y in order to do X?

By comparison, I'm not seeing much direct application for syllogisms that work within the same overall categories.  "If you stand up for Kinsey, the New kid will ask you on a date," for instance ... seems awkward.  It seems like it's missing a step ("If you stand up for Kinsey, the New Kid will think you're cool," plus "If the New Kid thinks you're cool then he'll ask you on a date.")  Likewise, while "If you are a good person then you are a loser," is a lovely general philosophy, it seems like it's missing a step in the middle ("If you're a good person then you'll stand up for Kinsey," plus "If you stand up for Kinsey then you're a loser,") to take it out of the realm of philosophy and into actual story.

So, two questions:  First, what should people do in order to earn the right to make syllogisms?  What should they do in order to make the right to make statements and answer questions?  Are these opposing quantities ("If you win you get the chance to make a statement, if you lose you get the chance to build syllogisms") or independent or correlated?

Second, is the "cross-categories make better syllogisms" notion so strong that it should be institutionalized in the rules?  If I say "You can only make syllogisms that cross categories" am I missing out on something crucial and valuable?

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On 12/9/2005 at 6:06pm, Joshua BishopRoby wrote:
Re: [Misery Bubblegum] If you REALLY loved me ....

Tony, I think you've identified two broad categories -- Identity (who you are / what people think) and Action (what you do / what you achieve).  Is it possible that PCs have Identity questions, and NPCs attach Action statements?  PC Jacky wants to ask, "Am I a good person?" and NPC Heather wants to prove, "No one will help my social victims, specifically Kinsey."  You can then combine in four potential ways:

a) If Jacky helps Kinsey, she's a good person.
b) If Jacky doesn't help Kinsey, she's a good person.
c) If Jacky helps Kinsey, she's not a good person.
d) If Jacky doesn't help Kinsey, she's not a good person.

...which isn't quite right, I admit.  In any case, it seems to me that you just need something to take the somewhat abstract statements and ground them in concrete specifics of play.

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On 12/10/2005 at 3:02pm, TonyLB wrote:
RE: Re: [Misery Bubblegum] If you REALLY loved me ....

I don't know whether I buy that NPCs only attach Action statements.  The whole "You are a loser" thing is clearly in Identity, and I think that threat is the kind of thing that provides strong adversity.  Heather's threat isn't just that she will say (as an action) that you're a loser.  The threat is that she'll believe it, and so will Everyone.

(Oh, as a sideline, I do think "Everyone" needs to be a special NPC in the game, with beliefs and expectations ... No individual person needs to think that you're a loser for Everyone to believe it)

Y'know, it doesn't really make any difference to the logic, but I think that for emotional impact the statements should always begin with the Identity side of the spectrum.  So not "If Jacky doesn't help Kinsey, she's not a good person," but the logically equivalent "If Jacky is a good person then she will help Kinsey."  Doesn't that have more kick?

Also, I think the great fun of this happens only when you get more than one syllogism operating on the same end result:  "If Jacky is a good person then she will help Kinsey," plus "If Jacky is cool then she will not help Kinsey," for instance.  "But ... I want to be cool and be a good person!  Isn't being good cool?"  "Well ... No!  Duh!"

I don't get what you mean by "it isn't quite right" though.  I can totally see justification for all of those, in context ("I've been helping Kinsey out so much that she's dependent on me, but even though I know she needs to stand on her own I won't stop because it feeds my vanity ... if I want to be a good person then I won't help her out next time.")  Can you clarify what you were saying?

I'm also starting to wonder about who can make syllogisms on what attributes.  Can Heather make "If Jacky is good then ..." syllogisms if Jacky doesn't really care what Heather thinks about morality?  I'm leaning toward saying that a player has to have control of the part of the character in question to make syllogisms on it.  So Heather can make "Jacky is cool" as a (potential) piece of Jacky, under Heather's control (or take control of a pre-existing "Jacky is cool" fragment).  Then she can make all manner of statements of the "If Jacky is cool then she will pay for lunch" variety, in order to try to shape Jacky's behavior by offering the bribe of coolness.

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On 12/10/2005 at 6:18pm, Joshua BishopRoby wrote:
RE: Re: [Misery Bubblegum] If you REALLY loved me ....

isnt quite right = those statements aren't reaching out and grabbing me by the throat.

If you want two syllogisms (and I agree there), is it more that both the PC and NPC have an identity statement, and they are both hooked up to a common action?

Jacky: "I'm a good person." + Heather: "Jacky is a loser." + Connection: "Helping Kinsey" yeilds:
"If you help Kinsey, you're a good person; but if you help Kinsey, you're a loser."

Whoever makes the syllogisms for a player, I think it needs to not be the player in question.  High school isn't about making demands on yourself; it's about the world making a thousand and one confusing and confounding demands on you.  IIRC, you're going GMless, so it'd be another player challenging you to decide between two identities based on your action.

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On 12/10/2005 at 6:57pm, LordSmerf wrote:
RE: Re: [Misery Bubblegum] If you REALLY loved me ....

This isn't a very direct contribution to the thread, but I'm pretty sure you're mis-using "syllogism".  A syllogism is a logical argument that follows a specific form:  Universal truth, specific truth, conclusion.  For instance:

Anyone who helps Kinsey is a loser (universal truth)
Jacky helps Kinsey (specific truth)
--Therefore
Jacky is a loser (conclusion)

It seems to me what you're looking to do is generate universal "truths" for play.  I don't really have anything else to contribute at the moment because I'm still trying to wrap my head around all this, but never fear, I shall return!

Thomas

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On 12/10/2005 at 7:35pm, TonyLB wrote:
RE: Re: [Misery Bubblegum] If you REALLY loved me ....

LordSmerf wrote: This isn't a very direct contribution to the thread, but I'm pretty sure you're mis-using "syllogism".
Yeah, I am.  Good catch!

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On 12/10/2005 at 8:05pm, Joshua BishopRoby wrote:
RE: Re: [Misery Bubblegum] If you REALLY loved me ....

Joshua wrote: Jacky: "I'm a good person." + Heather: "Jacky is a loser." + Connection: "Helping Kinsey" yeilds:
"If you help Kinsey, you're a good person; but if you help Kinsey, you're a loser."


Hm.  This is just restating stakes, as I have it.

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On 12/11/2005 at 2:36am, TonyLB wrote:
RE: Re: [Misery Bubblegum] If you REALLY loved me ....

Well, in the sense of "What's at stake?" as "What's important here?", but not so much in the sense of "What's at stake?" as "What resolves on this throw of the dice?", right?

Or am I failing to understand you?

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On 12/11/2005 at 7:38pm, Joshua BishopRoby wrote:
RE: Re: [Misery Bubblegum] If you REALLY loved me ....

True.  I'm talking, like, session-wide stakes as opposed to the immediate stakes of one roll.

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On 12/12/2005 at 4:02pm, dunlaing wrote:
RE: Re: [Misery Bubblegum] If you REALLY loved me ....

Have you read the Secret Arts chapter of Weapons of the Gods?

I think there's some relation here. In WotG, you can converse with someone and give them either a weakness or a hyperactivity towards certain actions. Weaknesses are sticks, hyperactivities are carrots. So if Ming Na talks to Michelle, Ming Na can inflict Michelle with a weakness such that from this point on until she resolves the issue, Michelle has a mechanical penalty whenever she pursues/flirts with the New Kid. Alternately, she could talk to the New Kid and give him a hyperactivity so that he gets a mechanical bonus whenever he is ignoring/putting down Michelle.

It's a very confusing chapter, but if you have access to a copy you might want to read it.

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On 12/12/2005 at 4:58pm, TonyLB wrote:
RE: Re: [Misery Bubblegum] If you REALLY loved me ....

No, I don't have WotG yet (though I hear good things).  What sort of resources do you need in order to get in someone's head that way?  Is it a conflict?  Is it something dependent on a pre-existing relationship?  Or can I just walk up to someone on the street and give them an aversion to crysanthemums?

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On 12/12/2005 at 5:40pm, Joshua BishopRoby wrote:
RE: Re: [Misery Bubblegum] If you REALLY loved me ....

Weaknesses and hyperactivities, while wonky-ass terms, sound very appropriate for adolescent dramas -- how often have we seen either side of those in films and teevee shows of the same genre?

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On 12/12/2005 at 5:44pm, joepub wrote:
RE: Re: [Misery Bubblegum] If you REALLY loved me ....

Hey, weaknesses and hyperactivities instill MECHANICAL modifications.

I thought the idea of beliefs/syllogisms was to set story stakes.
Were you planning to have them modify dice outcomes as well?

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On 12/12/2005 at 5:47pm, TonyLB wrote:
RE: Re: [Misery Bubblegum] If you REALLY loved me ....

joepub wrote:
I thought the idea of beliefs/syllogisms was to set story stakes.
Were you planning to have them modify dice outcomes as well?


Yes I was.  The story stakes will get mechanical representation:  it's a (hopefully) clear language in which to communicate what's going on.

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On 12/12/2005 at 6:55pm, dunlaing wrote:
RE: Re: [Misery Bubblegum] If you REALLY loved me ....

TonyLB wrote:
No, I don't have WotG yet (though I hear good things).  What sort of resources do you need in order to get in someone's head that way?  Is it a conflict?  Is it something dependent on a pre-existing relationship?  Or can I just walk up to someone on the street and give them an aversion to crysanthemums?


Oddly enough, you don't need any mechanical resources (the mechanical resources--Chi--are mostly just for the Kung Fu). You need to interact with the person (in this case by conversation) and you roll dice (I think it's resisted, but it might just be a straight roll). If you roll well enough, they gain the condition.

The answer to the last two questions is pretty complicated. You have to buy seperate techniques for different things you want to do. One of the techniques could create an aversion to chrysanthemums from nothing (although you'd also have to give the opposite to someone else). Most of the techniques either inflame an existing condition or change an existing condition into another condition. I think the standard method would be to go up to Michelle and talk to her. You then tell the GM that you think she has a Love weakness. If the GM agrees/thinks it's reasonable/likes the idea, the GM sets a low target number for your Awareness roll to spot the Love weakness that she will already have had if you are successful. This weakness has no mechanical effect. Your next move is to inflame the weakness to the point where it does have a mechanical effect.

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On 12/14/2005 at 4:16pm, TonyLB wrote:
RE: Re: [Misery Bubblegum] If you REALLY loved me ....

That's sorta spiffy.  I particularly like the idea of adding it (for free) as a sort of provisional "This could be important" step, then inflaming it in more contested settings.  It lets people say clearly "I'd like to do this" and then find out through the system whether other players agree.

Now that also highlights the distinction between the social system and the non-social conflict system (in this case, I think, combat):  what I've been calling in my head "Truth" vs. "Dare."

It strikes me that much of the fun of teen stories, particularly teen comedies, is the way Truth (what you believe, what others believe of you) and Dare (what you achieve, what others do) intercut back and forth.  Tokyo student wants to get girl X to love him.  Girl X explains (off-handedly) that she could only have a relationship with a boy who goes to her college.  Tokyo student now must pass those entrance exams!  It is the test of love!  And if he doesn't, he has to lie about it, because ... God ... anything to defer the inevitable.  Maybe, somehow, he can lie for a whole year, then get accepted in the next set of exams and it will be as if ... oh, who's he kidding?  He's going to be found out.  We all know it.

So, here's some follow-up questions:

• Should a standard syllogism run "If you are a good person then you will try to defend Kinsey from Heather" or "If you are a good person then you will succeed in defending Kinsey from Heather"?
• Should a character get a bonus to succeeeding at a task if a large amount of their personality is riding on it?

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On 12/14/2005 at 5:04pm, joepub wrote:
RE: Re: [Misery Bubblegum] If you REALLY loved me ....

In answer to

Should a standard syllogism run "If you are a good person then you will try to defend Kinsey from Heather" or "If you are a good person then you will succeed in defending Kinsey from Heather"?

I think that it is case dependant, because it depends who's making the syllogism.

In this case, Heather doesn't want anyone reaching out to Kinsey, so even trying to help Kinsey makes the impact wanted.

In the case of Tokyo Student, trying isn't enough to meet the objectives. He needs to succeed to get in.

In answer to
Should a character get a bonus to succeeeding at a task if a large amount of their personality is riding on it?


I think a lot of that rests on the question: Do you want a "cinematic" game, or a more realistic one.
If cinematic, then yes. Characters will have bigger highs, and bigger lows.

If you want a realistic one, then I say no. I don't get a bonus to winning girls over, even though that matters to me. Characters are like people in this game. Not heroes, just regular people.

Another suggestion: Maybe have a couple backgrounds/aspects/etc that players can say, "This action fits in with htis core value of mine. I'll check off a box to gain a bonus."
Is there anything like that in teh game? Could there be?

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On 12/14/2005 at 5:44pm, Joshua BishopRoby wrote:
RE: Re: [Misery Bubblegum] If you REALLY loved me ....

TonyLB wrote: Should a character get a bonus to succeeeding at a task if a large amount of their personality is riding on it?


I thought success and failure of the conflict resolution system put traits on the character sheet as it is?

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On 12/14/2005 at 5:56pm, TonyLB wrote:
RE: Re: [Misery Bubblegum] If you REALLY loved me ....

Joshua wrote:
I thought success and failure of the conflict resolution system put traits on the character sheet as it is?


Yes, but I don't see what you're drawing from that.  That doesn't (to my eyes) bear on how easy or hard success or failure are.  There are lots of ways those could be intertwined.

If I fail at (say) "Defend Kinsey from Heather" then I get a -2 to my "Good person" stat (or whatever).  Should that mean inherently that I am more likely to succeed at defending Kinsey?  Or should I have exactly the same odds to succeed at that as I would to succeed at "Cross the street," which is utterly meaningless to me?  If I've got limited resources that I (as player) can dedicate to any conflict then I will presumably spend more of those in the things that can impact me, and less in the cross-the-street variety ... so that would provide a middle ground where I get a bonus not directly because of my Stakes, but because those Stakes entice me to spend more of my resources.

Or, other options:  Do I get to choose how hard it is to defend Kinsey?  And if so, what drives my choice?  Do I get a bigger bonus to my "Good Person" roll if the difficulty of defending her is very great?

For instance:  Suppose I get three dice to roll on ... well ... anything.  And then I have a pile of dice which I can add to a roll, but I lose them when I roll.  That's the spendable resources.  Plus, I get to decide what number I need to roll higher than (possibly based on how many times I've deferred this conflict in the past ... is this the opening scenes of the movie, where I just show who my character is, or is it the climactic confrontation when everything's very difficult?) in order for a given die to be a success.  The higher that difficulty, the greater a bonus I get if I win.  Heather has the same options.

So I roll six dice at difficulty 4, and she rolls 3 dice at difficulty 1 ... I've spent more on the roll (resources I won't get back easily) but I'm also more invested.  If I win then I get +4 to my "Good person" dealy-bob.  If I lose then I only get -1 to my "Good person" dealy-bob.  But, of course, I'm much more likely to lose than to win, because Heather's difficulty is so low.

My question, overall, is how do teen romance/angst stories work?  Because they seem (at first glance) to be inconsistent, even within a given story.  Sometimes the character has to care deeply about somethng and fail anyway.  Sometimes, however, their passion guarantees victory.  And I don't know when it's "right" to apply one principle and when it's right to apply the other ... or, rather, how they interact with each other and balance.

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On 12/14/2005 at 6:23pm, Joshua BishopRoby wrote:
RE: Re: [Misery Bubblegum] If you REALLY loved me ....

TonyLB wrote: Yes, but I don't see what you're drawing from that.


That's cause I misread your question. >.<  I thought you asked 'Should a character get a bonus for succeeeding at a task if a large amount of their personality is riding on it?"  Damn prepositions.

That said, since the character will get a bonus for succeeding at a task, I'd be wary of giving them a bonus to succeed at that task, if only because this can be a source of rules-abuse.  (Get a bonus to succeed which earns you a bonus to succeed which stacks with the first bonus to succeed at a second conflict, which gives you another bonus to succeed...)  On the other hand, that sort of iterative progression may be exactly the engine you want to drive the game.

TonyLB wrote: My question, overall, is how do teen romance/angst stories work?  Because they seem (at first glance) to be inconsistent, even within a given story.


I think it's a matter of pacing.  They are inconsistent -- the protagonist fails at the beginning and succeeds in the end, usually by doing the exact same thing.  What usually changes is why they're doing the exact same thing, or how much personal 'oomph' they invest into the exact same thing (because they've learned that it's important due to X).

Perhaps you should collect a list of titles and watch/read to suss out common tropes.  Just think: you can watch Pretty in Pink and call it 'research'.

On the other hand, the teenage romance/angst story is a different genre than the Buldungsroman, which is the asking-questions-about-yourself thing.  You might be getting some dissonance from basing off of two sources.  That wikipedia article sucks, so as an example, Weird Science is a whimsical teen romance right up until the tacked-on ending where Wyatt and Gary have to stand up to the zombies -- the writers apparently felt compelled to add a moral / character growth element (and did it poorly).

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On 12/16/2005 at 6:13pm, MatrixGamer wrote:
RE: Re: [Misery Bubblegum] If you REALLY loved me ....

Interesting. The sylogisms (really stakes setting) is put forward by a player as a gambit. It sets up the conflict to be resolved, potentially very narrativist.

Your original question was about who should have the power to do this and when. The conversation then spoke a lot about Loser/Not Loser as a trait or attribute. I think this misses the original question.

For example: If I'm given the authority to make a statement (set the stakes) I want to be free to make it about anything (not just about specific traits/attributes), but if I'm given complete control then I may not use it well. I might set my fellow players up so I win and they lose - gamism kicking narrativism in the teeth - dysfunctional play real fast.

Arguments in Engle Matrix Games can be used to introduce stakes setting in games but they are not automatic. Arguments that build on past arguments or which take small steps have a better chance of happening than extreme ones. This "gamble" suggests that players moderate their gambits.

If you give any player the right to make an argument like this it pulls thinking away from the individual character to a higher level. At that point I'm using my character as a prop more than playing them. If players are given arguments every turn it does this even more. That's what Matrix Games do. The results can be fun are but not as personal.

Good luck with the approach - sounds very useful.

Chris Engle
Hamster Press = Engle Matrix Games

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On 12/16/2005 at 6:49pm, TonyLB wrote:
RE: Re: [Misery Bubblegum] If you REALLY loved me ....

Joshua wrote: On the other hand, the teenage romance/angst story is a different genre than the Buldungsroman, which is the asking-questions-about-yourself thing.


Is it?  I'm not so sure.

The light-weight teen romance/angst story, sure.  But Rambo isn't the same genre as All Quiet on the Western Front either.  But if we look at Heathers, and Say Anything and Kare Kano and Fruits Basket and the like ... these are stories of discovering yourself through others.  Now that's not exactly the same as a Bildungsroman either ... a lot of those stories are pretty heavily introverted.  But it's certainly a subset of the "asking-questions-about-yourself thing."  The distinction is of whom you're asking the questions.

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On 12/16/2005 at 6:51pm, Joshua BishopRoby wrote:
RE: Re: [Misery Bubblegum] If you REALLY loved me ....

Does Misery Bubblegum work to emulate the light-weight stuff, too?  I'm personally not sure what the goal is, so I ask for clarification's sake.

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On 12/16/2005 at 6:58pm, TonyLB wrote:
RE: Re: [Misery Bubblegum] If you REALLY loved me ....

Prrrrobably not ... but I'm not honestly sure.  I think the difference is going to be in the questions that people originally ask, and how seriously they take them.

Like, if players go around the table and ask questions like "Am I ready for sex?" and "Am I a good person?" and "Am I happy?" and "Am I important to anyone?" and then they deliberately drive scenes that make those questions real and non-trivial ... well, I don't think the result is going to resemble Wierd Science very much.

If they ask "Am I a geek?" and "Am I as cool as I think I am?" and then they drive scenes that pretty much make those questions trivial (i.e. provide a clear, pre-existing answer without examination) then I suspect you can get something very much like Wierd Science indeed.  But that's not what I want.

Still, if people decide not to put real issues on the line, I'm pretty sure I can't force them.  Shallow comedy is such an easy defense mechanism, after all.

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On 12/16/2005 at 10:12pm, Mark Woodhouse wrote:
RE: Re: [Misery Bubblegum] If you REALLY loved me ....

I'm going to suggest something, Tony. Play some PTA. No, play a bunch of PTA. Because the deeper you get into the "what is the essence of the teen drama" question, the more I think some fieldwork is necessary. PTA ought to work as an engine for creating these kinds of stories. Does it? What things happen in play that feel like they need more system support to really hum?

My intuition is that this is an incredibly tricky genre to make work as a game, because it's SO artificial. Why don't these characters solve their problems and get to the Happy Ending in the beginning? Because it's not time yet. Why do they suddenly become able to do so after X episodes? Because it's Time. I think you CAN make that work as a game, but it's going to need some really aggressive management of pacing.

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On 12/16/2005 at 11:00pm, Sydney Freedberg wrote:
RE: Re: [Misery Bubblegum] If you REALLY loved me ....

Mark wrote: Why don't these characters solve their problems and get to the Happy Ending in the beginning? Because it's not time yet. Why do they suddenly become able to do so after X episodes? Because it's Time.


But in all the really good stories in this genre, it's not just "oops, we're at minute 80 of a 90-minute movie, better have the protagonists succeed," it's 1) try and fail 2) change as a person 3) try again and, as a result of the change, succeed.

Which brings me back to

TonyLB wrote: Should a standard syllogism run "If you are a good person then you will try to defend Kinsey from Heather" or "If you are a good person then you will succeed in defending Kinsey from Heather"?


I'm a little uncertain here, but I'd suggest these stories mostly operate by Yoda-logic: "Do, or do not. There is no 'try.'" The difference between the initial failure and the ultimate success is not merely doing the same thing better; in some crucial way, the internal change means your second try is at something entirely different -- even if it looks like the same activity. You start with "try to win the Big Game, and fail," but you don't go to "try to win the Big Game, and succeed"; you go to "try to prove yourself worthy to your love interest/estranged father/hardbitten couch, in this particular case by winning the Big Game, and succeed." You go from "try to keep my cool and be unfazed by Heather's bullying, and fail" to "try to protect Kevin from Heather, in this case by keeping my cool and being unfazed by Heather's bullying, and succeed." You go from "try to defeat Darth Vader in single combat, and fail" to "try to defeat Darth Vader in single combat, to save my sister and maybe even my father." You go from "become a person I feel good about being, and fail" to "become a person who does some specific good thing for someone else I care about, in the process becoming a person I feel good about being, and succeed."

In other words, the thing you cared about so much at the beginning doesn't matter so much anymore, because you've outgrown it, and it's been subsumed into something greater than itself or yourself. You only get what you wanted when you stop trying to get it. ("He that findeth his life, shall lose it; and he that loseth his life for me, shall find it." - Matthew 10:39).

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On 12/16/2005 at 11:09pm, TonyLB wrote:
RE: Re: [Misery Bubblegum] If you REALLY loved me ....

It's interesting ... that sounds like a series of examples of the difference between Task Resolution and Conflict Resolution.

"Okay, yes, you could name 'Defeat Darth Vader' as your stakes ... but think about how different it feels if you name 'Show that I am a Jedi' as your stakes, and defeating Vader or choosing to be defeated by him are both just ways you pursue those stakes."

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On 12/16/2005 at 11:19pm, Joshua BishopRoby wrote:
RE: Re: [Misery Bubblegum] If you REALLY loved me ....

A potentially useless observation: all of Sydney's examples are selfish at first and selfless when successes.  Is the difference that at first the character is an individual unconnected to society and in the end they are socialized and taking their place as members of a community?

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On 12/16/2005 at 11:36pm, Sydney Freedberg wrote:
RE: Re: [Misery Bubblegum] If you REALLY loved me ....

Tony: I hadn't thought of that. Hmmm. Well, at one point you did propose a system for this game that hybridized Task and Conflict such that you could win at one and fail at the other.

Joshua: Yes! I was struggling to think of any way to mechanize my logic, and I think connectedness is the key, because the internal change that makes you grow up is something that makes you less focused on internal change -- adolescents are self-absorbed, (functioning) adults are not. To make this a mechanic, perhaps you could give some kind of bonus or superior power to any goal that's focused on another person rather than yourself (perhaps because you get to tap resources on the other person's character sheet you couldn't access when you didn't care about them so intensely?). Now, whether your goal is about helping or hurting that other person is your big (Nar) choice that says what kind of person you've become.

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On 12/16/2005 at 11:52pm, TonyLB wrote:
RE: Re: [Misery Bubblegum] If you REALLY loved me ....

Sydney, Joshua:  Does Emma, who starts off as oriented completely on helping others and her community, and then gradually learns the importance of listening to her own desires and needs as well, fit this mould?  I'm honestly not sure whether I think she does or doesn't.  It's just the first example that leapt into my head as being confusing under an otherwise very enticing pattern.

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On 12/17/2005 at 12:05am, Joshua BishopRoby wrote:
RE: Re: [Misery Bubblegum] If you REALLY loved me ....

Emma starts of rather selfishly dabbling in others' lives, has some life experiences, and afterwards connects herself to others' lives.

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On 12/17/2005 at 12:08am, Sydney Freedberg wrote:
RE: Re: [Misery Bubblegum] If you REALLY loved me ....

Agreed with Joshua. It's harder to reflect mechanically, but I'd argue that Emma does not start out with any Emotional Commitment Points (or whatever) invested in the people she's trying to "help." She does come to care about them later, though.

Hmm. Perhaps the crucial factor is investing yourself in (i.e. caring about) others enough to (a) make yourself vulnerable and (b) make yourself powerful?

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On 12/17/2005 at 1:19am, Mark Woodhouse wrote:
RE: Re: [Misery Bubblegum] If you REALLY loved me ....

I think the reverse arc is pretty well-represented, too - particularly in girls' stories. The character who is completed dominated and shaped by the expectations of others, who must rebel against the people whose approval she craves in order to find herself as an independent person. It is only by departing from the comfortable and safe confines of peer group and family that the character becomes a whole person.

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On 12/17/2005 at 1:31am, Joshua BishopRoby wrote:
RE: Re: [Misery Bubblegum] If you REALLY loved me ....

I'll play devil's advocate, Mark.  I know the stories that you're talking about, but the lead character doesn't start the story connected to the world; she starts by being dictated to by the world.  She does not have a relationship with the greater world any greater than a puppet on strings.  The progress of the story has the character cut those strings, yes, but she usually does it by making real connections to other people, as opposed to the superficial and false connections she had before.  The story climaxes and ends with the character taking her place in the world, rather than being told her place.  The character still takes an active stance in saying, "This is who I am, this is what I do, this is how I fit in to the community."

That said, I think you've got an important insight.  I think these stories are about finding where you fit -- whether the character starts as a selfish outsider loner or as a member of a popular clique, they are not self-actualized, and they are not an active participant in their community.  These stories tell how the character actualizes herself and takes up that active place in society.  It is a fictional rite of passage.

And 'finding where you fit' when applied to a social group is all about your identity and what others think your identity is -- so assuming that sort of play is still what Misery Bubblegum's about, I think that could work really well.

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On 12/17/2005 at 3:17am, Mark Woodhouse wrote:
RE: Re: [Misery Bubblegum] If you REALLY loved me ....

Joshua wrote:
I'll play devil's advocate, Mark.  I know the stories that you're talking about, but the lead character doesn't start the story connected to the world; she starts by being dictated to by the world.  She does not have a relationship with the greater world any greater than a puppet on strings.  The progress of the story has the character cut those strings, yes, but she usually does it by making real connections to other people, as opposed to the superficial and false connections she had before.  The story climaxes and ends with the character taking her place in the world, rather than being told her place.  The character still takes an active stance in saying, "This is who I am, this is what I do, this is how I fit in to the community."


Sure, we, as outside observers, see it that way. But that's one of those tricky transition-points between mediums - if we're to make an engaging role-playing game about this story, the character's subjective position needs to have weight and meaning.

From the position of authors or readers, we see that her relationships and persona are dysfunctional, inauthentic. We're rooting for her to change. But from the position of playing her role, we need to feel the gravity of that choice. "Why doesn't she just tell him how she feels?" Well, because treasuring her misery is way easier than risking rejection. Think about a DitV Initiation scene - the player takes the part of the character as they are - adversity is what is trying to change them.

I think that's one of the real challenges of getting rewarding play out of these kinds of stories - we players so easily trivialize the emotional intensity that characterises them.

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On 12/17/2005 at 4:47am, Joshua BishopRoby wrote:
RE: Re: [Misery Bubblegum] If you REALLY loved me ....

100% agreement, Mark.

Alrighty, then, how does Tony make the decision to change not one with a 'bunk' choice?

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On 12/17/2005 at 4:54am, Sydney Freedberg wrote:
RE: Re: [Misery Bubblegum] If you REALLY loved me ....

I'm not Mark, but this is a stab at an answer...

Mark wrote:
I think the reverse arc is pretty well-represented, too - particularly in girls' stories. The character who is completed dominated and shaped by the expectations of others, who must rebel against the people whose approval she craves in order to find herself as an independent person....


Dead-on, I think. A thought, in pseudo-mechanical terms:
a) If the classic callow, self-absorbed adolescent is expressed as a character with no emotional resources invested in others; and
b) matured and triumphant protagonist is a character who has made emotional investments in others (which are high-risk, high-return);
c) then perhaps Marks's protagonist "shaped by the expectations of others" is a character whom other people have made emotional investments in. Such a character has to "rebel against the people whose approval she craves" by someone getting those characters' investments off her character sheet, or at least make them less dominant and defining elements of it; then she can maybe start investing in others (and over towards being (b)).

In other words, (a) is emotionally autarchic, isolated, and impoverished; (b) has an emotional trade surplus; and (c) has an emotional trade deficit.

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On 12/17/2005 at 2:38pm, TonyLB wrote:
RE: Re: [Misery Bubblegum] If you REALLY loved me ....

Okay, I'm digging back into my notebook of disconnected thoughts (yes, I actually have a notebook of disconnected thoughts).  This one seems relevant to the topic at hand:

Defeat and pain are the player's friends.  The character has defenses that must be battered down before they can make the important choices.

The character isn't strong enough to break these defenses from the inside.  They must be weakened from without before there can be any growth.


I think that Mark, here,

Mark wrote: "Why doesn't she just tell him how she feels?" Well, because treasuring her misery is way easier than risking rejection.


And Sydney when he spoke about an arc of vulnerability are both onto different, better, versions of that unformed thought.  People build a structure of truths, lies, success and failure and the purpose of that structure is to protect them from unwanted change.  It keeps them from being hurt by accusations like "You are a loser" or "You are selfish."  But the structure of defenses isn't selective.  There isn't a gate that you can just choose to open to let in notions like "You are a good person," or "You are loved."  The defenses keep those out as well.

Poisonous notions like "I'm worthless," or "I don't deserve happiness" are, in fact, the best defenses.  Somebody argues that you're worthless and you already know?  That doesn't hurt.  In fact, the only thing that can hurt you is somebody who sees worth in you.  They can break down your defenses.

So the arc that I begin to see in these stories is like this:

• We see the person in their native habitat, with their defenses functioning perfectly.  Veronica being Heather's lackey.  Miyazawa being the perfect student to get praise.  Emma matching people to avoid thinking about romance herself.
• Something (in all these cases, someone) intrudes, and those defenses start to be chipped away.  JD, Arima, Knightley.  We see that the defenses don't make the protagonist happy.  As we see this, they realize it as well, though often in an incohate, unspoken fashion.
• For a satisfying ending, the defenses get totally removed, and the protagonist makes themselves utterly vulnerable.
• For a satisfying and sad ending, the ones they make themselves vulnerable to hurt them, and the character grows stronger.
• For a satisfying and happy ending, the ones they make themselves vulnerable to help them, and the character grows stronger.

And the answer to questions like "Why doesn't Emma just confess her love to Knightley in the early acts?" is "She can't."  She's too hemmed in by her own defenses to be capable of such an admission.

Does that match with what you folks are thinking?

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On 12/17/2005 at 3:06pm, Mark Woodhouse wrote:
RE: Re: [Misery Bubblegum] If you REALLY loved me ....

First off, Tony & Sydney are indeed on the same wavelength I'm on.

Joshua wrote:
1Alrighty, then, how does Tony make the decision to change not one with a 'bunk' choice?


My hunch is - big, ugly Gamble. In order to move from the 'shields up' position into the vulnerable position, there ought to be a significant risk of a setback which redoubles the strength of the shields and/or makes rejection more likely. You can sit in the initial position and build up resources, OR you can gamble a significant portion of those resources to move on into the next stage, where you have no defenses and few resources. From that stage, somebody else has to loan you the resources to make the next bet and move on to the endgame... I'm feeling vague here, but basically an escalating investment along the lines of poker.

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On 12/17/2005 at 9:35pm, Joshua BishopRoby wrote:
RE: Re: [Misery Bubblegum] If you REALLY loved me ....

Mark n Tony, that all sounds very cool.  I'm thinking this also all but requires some heavy disassociation between player agenda and character agenda -- the player is all about hacking away the character's defenses, while the character very much wants to keep them!

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On 12/17/2005 at 9:39pm, Joshua BishopRoby wrote:
RE: Re: [Misery Bubblegum] If you REALLY loved me ....

Hit Post too soon.

Tony, are the defenses composed out of "truths" about the character?  "I'm worthless 2d6" and "Others' happiness is more important than mine d10"?

Would play be a process of whittling down the stats in the "Defenses" part of the character sheet and building them up on the... I dunno, "Self-Actualization" side?  If so, somehow there needs to be a mechanic for moving a Defense into a Self-Actualization (not without some roleplay and manipulation, of course) for those instances where the character does the same thing at the start and finish but succeeds at the finish.

Note: I'm not seeing a lot of replay value -- which isn't necessarily a bad thing.

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On 12/17/2005 at 11:02pm, Sydney Freedberg wrote:
RE: Re: [Misery Bubblegum] If you REALLY loved me ....

TonyLB wrote: • For a satisfying ending, the defenses get totally removed, and the protagonist makes themselves utterly vulnerable.
• For a satisfying and sad ending, the ones they make themselves vulnerable to hurt them, and the character grows stronger.
• For a satisfying and happy ending, the ones they make themselves vulnerable to help them, and the character grows stronger.

And the answer to questions like "Why doesn't Emma just confess her love to Knightley in the early acts?" is "She can't."  She's too hemmed in by her own defenses to be capable of such an admission.


This is very cool. And it fits beautifully with the mechanics you were struggling with in earlier versions where (as I recall) you can't change (i.e. add traits to/remove traits from) your own character; you can only change your character by trusting another player with power to change you.

And here we have Mark's "big, ugly Gamble" -- it's not a gamble on the mechanics, it's a gamble that the other player is gonna do something you can live with.

The tricky bit is that all of this is about inter-player relationships, now. It's very easy for people to fall into predictability - either cooperating all the time because they're "playing nice," or being jerks all the time because "it's just a game" -- so you need an system that rewards never being completely reliable and cooperative. Presumably that can come from the temptation to use the power you've been handed over someone else to change them in ways that serve your agenda -- but what's your agenda, apart from being changed yourself? (Thinking out loud a bit, here).

What you really need are short-term and long-term goals to trade off against each other. If Sorcerer were all about keeping your Humanity and the GM never threw you up against eyeball-eating cultists, no one would ever do any dangerous sorcery; if Capes were all about accumulating Story Tokens and there was no point in spending Debt, no one would ever do anything heroic. Now of course high school is full of short-term goals in whose name you can sacrifice long-term personal growth -- but how do you make those valuable to the players?

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On 12/18/2005 at 2:56am, TonyLB wrote:
RE: Re: [Misery Bubblegum] If you REALLY loved me ....

Joshua wrote: Would play be a process of whittling down the stats in the "Defenses" part of the character sheet and building them up on the... I dunno, "Self-Actualization" side?  If so, somehow there needs to be a mechanic for moving a Defense into a Self-Actualization (not without some roleplay and manipulation, of course) for those instances where the character does the same thing at the start and finish but succeeds at the finish.


Well, I figure that all of your abilities (Defenses and otherwise) are written on cards (probably 3x5, since they're cheap) and in the course of conflicts those can be controlled and taken by other players.

So, like, Miyazawa:  Her big defense early in Kare Kano is that she is able to put up the front of a "perfect student."  That guarantees that her true self is kept secret ... so, you write, say, "Secret Self" on a card and use it as your defense.  When Arima discovers her secret, then he is holding that card.  It's still (potentially) a defense for her ... but now it's under his control.  He uses it to defend her against others (keeping the secret when he could reveal it) but at the same time uses it against her in private (blackmailing her to do his bidding).  But she can grow with Arima precisely because she has no defenses against him.  She is vulnerable, in the most literal sense of the word.  That vulnerability is to him alone, precisely because he protects her from the rest of the world.  By taking her defenses, he becomes the person responsible for defending her ... and unlike Miyazawa, Arima can choose not to defend her, even when he has the power to do so.

That was rambling ... but my point is that I think the way to turn a Defense into a Self-Actualization is to put it into the hands of another player.  Then you can change under their direction ... which is, as Sydney says, the big Gamble.

Joshua wrote: Note: I'm not seeing a lot of replay value -- which isn't necessarily a bad thing.


Well, that depends on whether/how you get new defenses.  There is a certain elegance to simply saying "All those important truths you discovered about yourself last session?  Those are your defenses this session.  You can either rest on those laurels, and not risk further growth, or you have to figure out how the revelation you were proud to reach last session isn't the end of the story." 

That's a pretty hard-core approach though.  It's not going to sit well with people who want to build things once and forever, and then sit back and admire their pretty castle.  It's much more of a "I build a tower in order to knock it down and build a new one" approach.  But y'know what?  Those people who want to rest on their laurels?  Screw 'em.  This game is not for them.

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On 12/18/2005 at 3:19am, TonyLB wrote:
RE: Re: [Misery Bubblegum] If you REALLY loved me ....

Sydney wrote:
What you really need are short-term and long-term goals to trade off against each other. If Sorcerer were all about keeping your Humanity and the GM never threw you up against eyeball-eating cultists, no one would ever do any dangerous sorcery; if Capes were all about accumulating Story Tokens and there was no point in spending Debt, no one would ever do anything heroic. Now of course high school is full of short-term goals in whose name you can sacrifice long-term personal growth -- but how do you make those valuable to the players?


I totally agree that this is key ... and furthermore, I have only the vaguest notions of how to make it happen.  I suspect that the "if / then" statements of previous threads will be key, because they can make short-term goals seem like the easiest way to achieve your long-term victory ... as long as no complications occur while pursuing those short-term goals.  After all, who wouldn't pay one, single penny for a crisp new one dollar bill?

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On 12/18/2005 at 5:40pm, Sydney Freedberg wrote:
RE: Re: [Misery Bubblegum] If you REALLY loved me ....

Tony, like Socrates, I will point out that you already know the answer to your own question:

Question:

TonyLB wrote: [Opposing short-term vs. long-term goals - ] I have only the vaguest notions of how to make it happen.  I suspect that the "if / then" statements of previous threads will be key, because they can make short-term goals seem like the easiest way to achieve your long-term victory


Answer:

TonyLB wrote: There is a certain elegance to simply saying "All those important truths you discovered about yourself last session?  Those are your defenses this session.  You can either rest on those laurels, and not risk further growth, or you have to figure out how the revelation you were proud to reach last session isn't the end of the story." 


No set of "truths about myself" is privileged, in this set-up -- you don't have one set of things labelled "this is the final answer about who you are" and another set labelled "this shit don't matter, really." You have a whole bunch of "truths" and the game keeps testing you (Dogs in the Vineyard-style) to see which ones are final and which ones aren't. Maybe "I stand up for those weaker than myself" is a permanent truth about your character, or maybe that's just who you were last week. Maybe "I always write a little heart over an 'i'" is an abiding truth of who you are.

And -- heh heh -- here's the really beautifully nasty bit: Since you can't label some truths as "final" and lock them down, who you really are can sneak up on you.

"Oh, I'm really a good guy, honest, and when the chips are really down, I'll take my stand, but, y'know, on this particular occasion, it'd be really awkward for me to tell Tom to stop bullying that skinny kid, and though I might save that kid some embarassment right now, I'd hurt my friendship with Tom forever, and so really the only choice is to say nothing, and -- what do you mean, I make that same choice last week? Really? And the week before that? And all last year? Hmmm, maybe I -- whaddya mean, I'm grown up now?" [looks around, notices self, skinny kid, and Tom are no longer wearing jeans and in high school but wearing ties and in cubicle farm] "Oh, f****, this is who I am?"

Tony, I know you're Jewish, but there's a section of C.S. Lewis's Mere Christianity that speaks to just this aspect of spiritual development -- I'm gonna find it for you.

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On 12/18/2005 at 7:58pm, TonyLB wrote:
RE: Re: [Misery Bubblegum] If you REALLY loved me ....

Sydney wrote: No set of "truths about myself" is privileged, in this set-up -- you don't have one set of things labelled "this is the final answer about who you are" and another set labelled "this shit don't matter, really." You have a whole bunch of "truths" and the game keeps testing you (Dogs in the Vineyard-style) to see which ones are final and which ones aren't. Maybe "I stand up for those weaker than myself" is a permanent truth about your character, or maybe that's just who you were last week. Maybe "I always write a little heart over an 'i'" is an abiding truth of who you are.


Nod, nod.  Yeah.  You don't get to dictate "This truth is the real one, this truth is just color."  I'm with you on that.  The process of play is precisely meant for discovering such things.

But ... but ... I think there is a benefit to having some game-mechanic that lets you say "This truth is the real one, this truth is just color," so long as that is only the start of the conversation, not the end of it.  I think it would be cool to let everyone at the table know that you think "I stand up for those weaker than myself" is a vitally important truth.  Having a way of saying that means that when you realize you were wrong, everyone realizes you were wrong.  The revelation that the character is not what was expected becomes public, rather than private.

Contrariwise, this would be a mechanism for saying "No, though it seems very much as if this must no longer be a truth about the character, that's not the case."  I'm thinking particularly of someone who takes "I'm a virgin" as an important truth, then the character has sex, but they say that "I'm a virgin" remains an important truth of their character and that they're going to continue to back it up.  That's utterly nonsensical, of course, which is what makes it so wonderful and spectacular.

You need an explicit way to both "say" and "do" before you can look at the mechanics and observe "Hey, what you say and what you do don't really match."  What you say provides the context and meaning for everything you do.

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On 12/19/2005 at 6:07am, dindenver wrote:
RE: Re: [Misery Bubblegum] If you REALLY loved me ....

Hi!
  Well, mechanically, maybe what you need to do is have the resolution feed strength into specific defenses.
  For instance, if I make a character that uses "Perfect Student" as a defense, then I get so many toekns to use that defense. When the conflict arises, I give cotrol of that defense to another character. And they spend the tokens for my character. And my character's actions and changes get my tokens back. And if the character doesn't act like a perfect student or discovers that they are not a perfect student, then they don't get tokens.
  I dunno, just riffing here...

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